Anime Style Battling takes most of its influences from the Anime, where Pokemon do tend to do some strange things. Here is a list of additional moves sourced in the Anime, based off of research at Bulbapedia. Anime Only Moves Cost 3 MC to purchase.

The final influence on ASB moves is Manga.Research at Bulbapedia has documented some of these moves and my feeling is that Manga is sufficiently true to in-game form that these moves are valid (where say TCG moves are not since they pull from an infinite list and not specifically from all canonical moves in the game.) Manga Only Moves Cost 3 MC to purchase.

Some Pokemon are special cases and must be handled separately. They are Unown, Smeargle, Necturine/Necturna, Shedinja, and Rotom.

Unown:

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable, Imprison, and the consecutive EN cost. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack. So for example, Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Consider the following effects of Hidden Power to apply when Unown uses them:

Rather than having a specific Hidden Power, Unown has one Hidden Power of each type with different properties. Each different type of Hidden Power is considered a separate attack for the purposes of calculating the consecutive attack EN penalty. Unown can change the Base Attack Power of each Hidden Power in its attacks. If Unown combines two Hidden Power attacks, it will use the damage boosting rules of same attack combinations based off the higher BAP (Combo BAP * 2.25), while using the EN Cost of different attack combinations (EN Attack 1 + EN Attack 2 * 1.5), and the type will be selected based on the stronger selected Hidden Power.

Smeargle can have unlimited instances of the move Sketch in its movepool. If Smeargle has at least one instance of the move Sketch in its movepool, it can use Sketch in-battle to permanently replace one instance of Sketch with the last move performed by the target Pokemon. Sketch cannot copy moves called by other moves, such as moves generated by Sleep Talk, Metronome, Copycat, or Assist, and will instead copy the original move. Sketch also cannot copy moves granted by the arena, such as the called moves in Unown Soup, or moves performed by non-player Pokemon, such as Roleplay Pokemon or neutral Pokemon in arenas. No more than 3 moves may be permanently Sketched by a single Smeargle in any given match. If Smeargle has more than 3 instances of Sketch in it's movepool, additional uses of Sketch become a Mimic with unlimited action duration.

Smeargle may also spend 2 MC to Sketch any move known by its trainer's other Pokemon. Smeargle must have at least one instance of Sketch in its movepool to do so, and that instance of Sketch is permanently replaced by the chosen move.

Sketch counts as a Level Up move for Smeargle, and as such, buying an additional instance of Sketch costs 1 MC. When Smeargle is bought, it begins with 17 instances of Sketch in its movepool, as well as 26 MC.

Any attacks Smeargle Sketches during the course of a battle can be used during that battle, and then Smeargle can permanently learn any of those moves by taking up a permanent Sketch slot. Smeargle can apply any of its Move Counters (MC) to gain another permanent Sketch slot.

Necturine / Necturna:

Sketch is an Egg move for this CAP line, but staying true to concept, they can only get Sketch ONCE. Like Smeargle, they can Sketch a move known by one of the trainer's other Pokemon for 2 MC, however if they relearn Sketch, they must forfeit the Sketched move.

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Shedinja:

Shedinja also has other qualities because of in-game precedence. It can pull Level-Up Moves from the lists of both Nincada and Ninjask in addition to its own Level-Up Movepool.

Shedinja has every move in its movepool that the Nincada did when it evolves.

Because of the unique circumstances in which Nincada evolves in-game, when a Nincada evolves in ASB, both a Shedinja and a Ninjask are obtained.

If the evolution occurs in-battle, Ninjask will replace the Nincada in the battle and Shedinja will appear in a Poke Ball that the user cannot use in that battle.

Rotom:

Rotom can be caught just like any other Pokemon; however, its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances for the duration of the battle. Once Rotom has an appliance form it may discard it at any time during the battle and move to another appliance (if it is available) or to no appliance. Phasing into or out of an appliance in battle takes up an action. At the end of the battle, Rotom resets to its original form.

Additionally, each Rotom appliance has its own Size and Weight Class, which are indicated in its stat list. Heights and Weights have been provided in cases where weight might be altered or Rotom might want to Bodyblock. They are as follows:

This will be where information on all the CAP Pokemon goes. It will be updated each time a new CAP is released or a change in CAP data occurs. Here are a few notes regarding the CAP Pokemon:

1. CAP ASB follows CAP canon.

While the 4th Generation CAP Pokemon were outfitted forward with new 5th Generation movepools and Dream World abilities, these moves and abilities are not canon. If there is ever an official change to CAP canon regarding pre-evolutions of 4th Generation CAPs, the CAP ASB will adhere to the canonical standard and remove any non-canonical element.

2. CAP Pokemon from any future projects will be implemented into the ASB and released only after their official release on the CAP 5th Generation Pokemon Online Server.

CAP ASB exists as a fun spin-off of the Create-A-Pokemon project. We actively encourage all participants to join in each project, but please do not attempt to alter any process of a CAP to in some way benefit the ASB League. As such, only after a new CAP is released on the battle server will we begin constructing anything left out of the CAP process like pre-evolutions etc.

3. There are otherwise no limits on CAP Pokemon.

Please use and enjoy these project creatures as much or as little as you wish. I have strived to balance the game to the best of my ability and have tried to be considerate to everyone who submitted a concept for a CAP pre-evolution.

Without further delay, here is the information on each CAP Pokemon. It contains all their relevant battle data and includes a Height and Weight so you can get an idea of how powerfully the Pokemon experiences knockback, etc.

A Pokemon's Size Class determines how good a Pokemon is at using three particular universal commands: Bodyblock, Dodge, and Take Cover. Each of these commands is listed at the end of the Attack List. Size is primarily determined by a Pokemon's Height; however, their body structure has also been taken into account. In total, there are seven class sizes, roughly defined as follows:

Size Class affects the Base Dodge of a Pokemon. The Base Dodge is the reduction in an oncoming attack's Base Accuracy before any speed differences are calculated. The Base Dodge of the Size Classes is illustrated below:

SC 1: 40
SC 2: 20
SC 3: 10
SC 4: 5
SC 5: 2.5
SC 6: 1
SC 7: 0

When calculating a Dodge, the result of the Dodge Formula is added to the Base Dodge to determine the final reduction in Base Accuracy. (e.g. if a Pokemon is Class Size 1, it would have 40 Base Dodge and if the Dodge Formula results in -15, Dodge will lower the Base Accuracy of an incoming attack by 25.) Then percentage accuracy modifiers such as Compoundeyes or Accuracy/Evasion Stage Boosts are applied. Modifiers that affect Base Accuracy, such as an activated Klutz, are applied before any percentage modifiers.

Bodyblock and Size Class:

A Pokemon can Bodyblock for any Pokemon in the same or a lower size class. A Pokemon can also Bodyblock for any Pokemon whose actual size is within 0.3m of that Pokemon. This is especially relevant for serpentine style Pokemon, who may have smaller size classes but are long enough to stretch themselves into an oncoming attack for an ally.

Take Cover and Size Class:

A Pokemon can Take Cover under any Pokemon at least two (2) size classes larger than it. Multiple Pokemon can Take Cover behind a single ally, but the sum of their size classes must be lower the ally's size class. If they are not, Take Cover will fail for the slowest Pokemon attempting to Take Cover. Take Cover cannot be used to hide behind an opposing Pokemon or a field object.

Weight Class:

A Pokemon's Weight Class determines how heavy that Pokemon is and its resistance to being knocked out of a Bodyblock or run through while an ally uses Take Cover. The Weight Class of a Pokemon coincides with Grass Knot and Low Kick for the first six classes, and then increases based on values favorable to various individual Pokemon. Weight Classes are illustrated below.

If a Pokemon uses Bodyblock or has an ally Take Cover behind them, it is still possible to hit the for if the opponent can be hit with enough force. There are two classes of impact attacks that will break through a Bodyblock.

The first are full body recoil and uncontrollable attacks [Double-Edge, Head Charge, Head Smash, Outrage, Petal Dance, Submission, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge], which can bust through Bodyblock and hit both the Bodyblocking Pokemon and the intended target for full damage (the recoil will also be based on hitting both Pokemon.

The second are conditional recoil and other impact attacks [Giga Impact, Hi Jump Kick, Jump Kick], when these break through, they hit the Bodyblocking Pokemon for their full Base Attack Power and hit the Pokemon being blocked for for half their Base Attack Power. The ability Heavy Metal adds Gyro Ball to this listing.

Each Trainer can only catch the lowest evolved form of a Pokemon line. Each Pokemon has a corresponding rarity point listing. The rarity point listing is the cost in Trainer Points to obtain that Pokemon. Stronger Pokemon naturally have higher ratings. A Trainer starts with 6 trainer points to alot choosing his or her initial Pokemon. Smeargle's Rarity Rating is 3, but it cannot be used as a starting Pokemon. The cost of single stage Pokemon is added by 3 if it's not a starter.

Moves now list what type of targeting they have in their descriptions. This also consequently means that moves that used to target at most 2 Pokemon now target more because of correct mechanics. Several types of multi-battle move targeting were implemented, as listed below.

Adjacent terminology in some attack targeting is only relevant for multi-battles where players want to play with positions factored in. In cases where position is decided to not matter in a match by both players, the word adjacent can simply be omitted from the targeting of moves. All other attacks not noted below are assumed to be able to target only one adjacent Pokemon, ally or foe.

"This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon."Affected Attacks: Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Tailwind

"This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls."Affected Attacks: Aromatherapy, Heal Bell

Priority descriptions have been added to all attacks. Pay particular attention to Bounce, Dig, Dive, and Fly. Bounce does not have a description for suspension, while Dig, Dive, and Fly do.

Charge attacks have also been coded as having a Charge priority of 1 and a Hit of -1. If a multi-hit attack strikes a Pokemon while Charging, the attack is nullified (Focus Punch acts like in-game with a Charge of 6 and a Hit of -3). Note that Charge only applies to moves like Sky Attack and SolarBeam. Moves like Razor Wind and Skull Bash have different descriptions.

Razor Wind's whirlwind effects have been codified as breaking trapping moves and deflecting all attacks with 4 Base Attack Power or less. Spikes has been upgraded to 12/18/24 damage for the layers. Gravity now lasts for 4 rounds instead of 2, like all the other field effects. Rest heals 12 HP per action and lasts 3 actions (including the action Rest is issued).

Assist and Sleep Talk have different conditions for random selection of attack. Assist selects out of 3 defined moves, Sleep Talk selects out of 4 defined moves. Metronome selects out of any 10 moves the Pokemon does not know with a few other restrictions on usage.

Attack List Anchor:

Note: This is going to be the edited and updated list for the thread, if there are discrepancies with other posts, this one takes precedence.

Audit moves for consistency in stage language (e.g. an attack boosts a capitalized Stat [Attack] by number [One] (numeral) [(1)] stage) and similar effect (e.g. Ice Ball vs. Rollout, Flail vs. Reversal, etc.) Do not worry about energy costs or Base Attack Power unless there is a clear typo (e.g. 40 where there should be 4).

Due to this discrepancy, Absorb has 4 BAP and Mega Drain has 6. Leech Life has also been bumped up to 6.

SonicBoom, Psywave, Dragon Rage, and Night Shade are basically clones of each other (bar accuracy differences), Seismic Toss is similar but has some differences. All moves with less than 40 Base Power in the games have been bumped up to 4 (except multi-hit moves).

Special Attack-Related Rules:

For double battles and higher, attacks that hit multiple targets are reduced to 75% of their original Base Attack Power.

A Pokemon cannot be ordered to do nothing during an action; it must perform a move of some sort.

If a move would completely fail because of an effect like Disable, Heal Block, or Taunt the move fails on its first use without costing energy and subsequent uses of attacks that will completely fail will instead use Struggle.

Moves with a BAP of -- have no BAP so cannot have their BAP increased or decreased by items, abilities, other moves, etc.

Attacks that hit 2 to 5 times such as Fury Swipes and Rock Blast have their number of hits determined randomly. The probability for 2 hits is 1/3, for 3 hits is 1/3, for 4 hits is 1/6, and for 5 hits is 1/6. This is before any effect that would modify the number of hits.

Hyper Beam style moves cause the Pokemon to become Sluggish, regardless of STAB. Sluggish will prevent the user from using Protective (Protect / Detect) or Evasive attacks (Teleport, Agility, Dodge) damaging attacks with a Base Energy Cost greater than 5 and non-damaging attacks with a Base Energy Cost greater than 8. Attacks with a variable Energy Cost will use the adjusted value as their base. Sluggish Pokemon cannot Bodyblock, Dodge, or Take Cover. This is factored before ability adjustments or other Base Attack Power boosts with the exceptions of Technician and Skill Link, as they adjust the cumulative Base Attack Power of multi-hit moves. Moves that make Pokemon sluggish only make them sluggish for the next action, which does include the action after the cooldown period if used in a combination.

In addition to Sun, Rain, Sandstorm and Hail, there is a fifth weather effect caused by certain moves named Fog. While Fog is in effect, all Pokemon suffer a one (1) stage accuracy reduction. In addition to this, the healing from Moonlight, Morning Sun and Synthesis is treated as though a hindering weather is in effect and Weather Ball has 10 BAP and is Normal-type.

Priority and Combination Attacks:

Combination Attacks distort priority beyond that of normal actions. A Combination Attack of two Priority: 0 moves will have a -2 priority on its Hit. A combination of a Priority 1>/= move with a Priority: 0 move will add Priority: 1: to the attack, but will only increase Base Attack Power by half the Priority Move's Base Attack Power attack's amount (e.g. Mach Punch + Fire Punch will have 10 BAP, not 12.) The only other odd priority combination are attacks combined with negative priority moves. These will have the BP of the Priority: 1 | CT: or Priority: 0 | CT: Attack and reduce the priority of the entire attack combination to -7, lower than moves like Circle Throw and Dragon Tail. (ex. Icicle Crash + Avalanche will have 10.5 Base Attack Power, which will double to 21 if the user is hit. Mach Punch + Focus Punch can clear distances with a +1 priority on reaching proximity with the target, but will only have 17 Base Attack Power when it strikes)

Acid: The Pokemon fires a spray of corrosive acid that has a chance to lower the opponent's special defense one (1) stage. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect. This move targets up to three (3) adjacent opponents in a multi-battle.

Acid Armor: The Pokemon melts into an external body of water, increasing its defense two (2) stages, and if this Pokemon's Defense stage was initially at 0 or lower, this Pokemon dodges all physical attacks for the remainder of the action. While all Pokemon with Acid Armor can melt into water, any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails. This move locks its changed stat for the round if used on the last action of a round.

Acid Spray: The Pokemon funnels high amounts of toxin into one single shot of acid that explodes on contact. It reduces the opponent's special defense two (2) stages. This attack bypasses a Steel-type's immunity to Poison-type moves and corrodes it for six (6) actions, removing its immunity to the poison status and allowing Poison-type attacks to strike at neutral power against it. Repeated uses of this move will refresh the action counter for the corrosion effect.

Acrobatics: The Pokemon lunges toward the opponent with a brutal yet stylish flair. If encumbered by a hold item or other drag, the damage is greatly reduced; a consumable item that has been used at least once does not encumber the Pokemon. Damage is calculated after the activation of a consumable item, if applicable. This move can hit any single Pokemon on the field, regardless of position.

Aeroblast: The Pokemon gathers energy into a massive wind column and blows it directly at the opponent. The wind shear gives the move a high chance of a critical hit. It can easily blow lighter foes into the surrounding area. This move can hit any single Pokemon on the field, regardless of position.

After You: The Pokemon sends an invitation to the target and a quick flash of light. The light energizes the opponent and makes them begin the next phase of their attack immediately (e.x. if Focus Punch was charged, the target uses Focus Punch immediately. If the target has not begun the evasive action of Dig, they begin the evasive action. If they have already taken evasive action, then Dig's damaging stage occurs and it loses the evasive action immunity). A Pokemon under the effect of After You cannot synchronize attacks with an ally in a doubles or higher battle.

Agility: The Pokemon focuses to increase its speed two (2) stages, enabling it to maneuver much more swiftly. Agility can also be used as a +1 Priority evasive attack. Agility will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any speed boost. Evasive Agility also fails if used successively, or if used after Protect, Detect, Wide Guard, Quick Guard Evasive Teleport, or the Dodge Command. If Evasive Agility is combined with a suitable damaging move, the evasive properties granted by Evasive Agility are nullified. This move locks its changed stat for the round if used on the last action of a round if not used evasively.

Air Cutter: The Pokemon sharply swings its wings/claws creating an area of energized wind shear. The cutting force gives the attack a high critical hit chance. This move targets up to three (3) adjacent opponents in a multi-battle.

Air Slash: The Pokemon gathers and energizes a large amount of swirling air and launches it with its wings toward the opponent. The force of this blast can cause the opponent to flinch and blow lighter foes away effortlessly. This move can hit any single Pokemon on the field, regardless of position.

AncientPower: The Pokemon summons up an ancient force from the earth that forms into a glowing white ball. Exposure to the ancient forces of the move can raise all of a Pokemon's stats by one (1) stage.

Aqua Ring: The Pokemon surrounds itself in looping rings of water that pulsate with healing energy, restoring four (4) HP per action for the next six (6) actions. Using this move uses up one of the user's available recovery moves in a battle.

Aromatherapy: The Pokemon releases a powerful, zesty, soothing scent into the air around itself and any teammates, purging them of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls.

Assist: The Pokemon summons the aura of an ally, and selects three (3) of that ally's attacks. Each attack has a 1/3rd chance of manifesting, utilizing this Pokemon's type and attributes. If the ally has not yet been revealed, then that ally must be chosen later in the match. Assist cannot be used if the trainer has no allies left.

Astonish: The Pokemon charges the foe and releases energy shockwaves upon impact. The swift pain and abruptness of the attack can cause the opponent to flinch. If combined with Uproar, the Base Attack Power of Uproar is increased by one and a half (1.5x), rounded up [e.g. Astonish + Uproar = 4 + (9 * 1.5, rounded up) = 18] the attack cancels out any Yawn or Sleep status on the field, and the Pokemon can attack as normal after the cooldown phase. If combined with Sucker Punch, the Base Attack Power of Sucker Punch is increased by one and a half [e.g. 4 + 8 * 1.5 = 16]. If combined with Lick, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16].

Attack Order: The Pokemon summons a group of underling Combee that strike the opponent on all sides with solid waves of energy, damaging them physically. The overwhelming number of assaults give the attack a high critical hit chance.

Attract: The Pokemon flirts with an opponent, releasing pink hearts from its body. It causes opponents of the opposite gender to be infatuated with the Pokemon and reduces their chance of attacking or otherwise using their attacks productively.

Aura Sphere: The Pokemon focuses their chakra into a powerful sphere that tracks the opponents energy when released, making it impossible to miss. This move can hit any single Pokemon on the field, regardless of position.

Avalanche: The Pokemon takes a resolute stance and begins summoning glacial pillars. If the Pokemon is damaged by the opponent's action, the Avalanche user hardens its resolve and strikes with twelve (12) Base Attack Power.

Barrage: The Pokemon launches 2-5 small spheres of energy that explode on contact, throwing the opponent off balance and disrupting attacks that take a while to charge up. If combined with any "Bomb" (e.g. Egg Bomb, Seed Bomb, Sludge Bomb) move the BAP of the combining move will be increased by 50% (1.5x) [e.g. 10 BAP * 1.5 = 15 BAP]. If Combined with Bullet Seed, a successful attack will always have 5 hits and every hit will be a critical hit.

Barrier: The Pokemon erects a sphere of energy around itself, nullifying all damage from any oncoming physical attack if this Pokemon's Defense stage was initially at 0 or lower. Other effects of moves blocked in this way still happen. The barrier also increases the Pokemon's Defense by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.

Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon's stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. This move has two distinctive uses:Baton Pass [Switch] (Switch=OK Only)
The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Baton Pass [Switch] must attack first the next round. The replacement gains the same temporary status changes (Such as stat boosts/drops, confusion, etc.) that the user had upon entry.Baton Pass [Pass] (Doubles+ Only)
The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.

Beat Up: The Pokemon summons dark energy from non-KOed teammates, and creates shadows of each ally and itself, each shadow strikes the opponent one time then dissipates.. This dark energy ignores the opponent's defensive increases and disrupts attacks that take a while to charge.

Belly Drum: The Pokemon pounds its stomach with fury, whipping it into an intense frenzy. In exchange for 1/2 of its maximum HP, the Pokemon receives a permanent rise to its maximum attack level (+6) for the duration of the battle. This self-damage ignores normal damage caps that round on the user and for the next two rounds on the opponent. The heightened aggressive state makes the Pokemon impossible to confuse or put to sleep for the next six (6) actions; however, its own non-damaging moves, including chills, will fail. Belly Drum cannot be used if the Pokemon is below half of its maximum HP.

Bide: The Pokemon braces for impact, quickly forming a white aura around itself. For the next two actions, the Pokemon will absorb any attacks against it, adding its suffering into the aura. On the third action, it will release the energy gathered from Bide by charging the opponent, doing 1.75 times (1.75x) the damage received during its use. If Protected or Detected against, Bide will still have an energy cost based on the damage the attack would have done. Bide hits Ghost types as well as Pokemon during Bounce, Dig, Dive, Fly, and Shadow Force. If a Pokemon using Bide is put into Sleep status, Bide will dissipate.

Bind: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Bind, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed.

Blaze Kick: The Pokemon surrounds its feet with a gigantic column of flame and launches toward the opponent in a devastating kick. The sheer force gives the attack a high critical hit chance, and the flames can burn the opponent.

Blizzard: The Pokemon blows a massive chilling wind at the opponent that can affect the entire field. During Hail, this move never fails to blast about the entire arena, and has a 30% chance of bursting through Protect and Detect. It has a chance to freeze opponents solid. This move targets up to three (3) adjacent opponents in a multi-battle.

Block: The Pokemon moves with unnatural speed to block off an opponent's exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.

Bounce: The Pokemon leaps above an incoming attack and crashes down on the opponent with immense force. The strength of the impact on pinned limbs can cause paralysis. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against an opponent in the evasive stage of Bounce. When used during the evasive stage of Bounce, Smack Down and Gravity will cause the Pokemon to crash to the ground, cancelling Bounce and making it take (2 * Weight Class + 4) crash damage. Gust, Twister, and Whirlwind will also make Bounce miss when used during the evasive stage, but will not deal crash damage.

Brave Bird: The Pokemon spreads its wings and summons a terrible blue energy to strike the foe with a reckless, brutal charge. The Pokemon suffers 1/3rd of the damage it deals to the opponent in recoil. This move can hit any single Pokemon on the field, regardless of position.

Brick Break: The Pokemon's appendages glow white and it strikes the opponent with precise damaging strikes. The energy radiated from the blow destabilizes Light Screen and Reflect, breaking them upon contact.

Brine: The Pokemon blasts the opponent with a strong blast of salt water. When the opponent is at or below 1/2 of their maximum HP, the corrosive salt in Brine causes deals more damage by seeping into the opponent's wounds.

Bubble: The Pokemon shoots a wide spray of bubbles that snap violently on the opponent's joints, sometimes causing the opponent's Speed to lower one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Bubblebeam, Bubblebeam's power increases by one and a half (1.5x), rounded up [e.g 4 + (7 * 1.5) (rounded up) = 15] and the combination will always lower the opponent's Speed one (1) Stage.

Bug Buzz: The Pokemon emits a concentrated sound vibration by quickly vibrating its wings or arms. The intense noise can damage the target's thought patterns, lowering their Special Defense by one (1) stage.

Bulk Up: The Pokemon focuses their strength and surrounds themselves with a red aura that pumps up all their muscles. Attack and Defense are each increased one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Bulldoze: The Pokemon jumps and stomps on the ground several times, creating shock waves. The shock waves stun the foe and lower their speed by one stage. Base Attack Power doubles if the foe is using Dig. This move hits all Pokemon except the user. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Bulldoze and avoid damaging each other in a multi-battle.

Calm Mind: The Pokemon meditates on its special capabilities, increasing its Special Attack and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Camouflage: The Pokemon changes its body's makeup to the type of its surroundings. Only a small amount of the terrain is required in order to shift, however the Pokemon must have a decent amount of the terrain substance to use.

Captivate: The Pokemon appeals alluringly to Pokemon of the opposite gender, convincing them to come closer to it and reducing its opponent's Special Attack by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.

Charge: The Pokemon charges up its electric energy. The buildup of electric power increases the Pokemon's Special Defense by one (1) stage. The Base Attack Power of all Electric-type attacks is boosted by three (3) when the effects of this move are active. This effect lasts for six (6) actions.

Charge Beam: The Pokemon builds up a large amount of electricity in its body, and fires a small beam of it at its opponent. The excess electricity has a high chance of increasing the user's Special Attack by one (1) stage.

Charm: The Pokemon appears cute and charming to the opponent, making it less willing to attack it and decreasing its Attack by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.

Chatter: The Pokemon yells meaningless statements at the opponent loudly. The inanity of the speech has a chance of confusing the foe. This move can hit any single Pokemon on the field, regardless of position.

Circle Throw: The Pokemon lifts the opponent over its head with a terrifying, powerful throw. In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Magnet Rise, Perish Song, Taunt, Torment, and Smack Down. In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Pokeball at the end of a round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Circle Throw must attack first. Circle Throw can be used against targets with a Weight Class up to three (3) values greater than the user.

Clamp: The Pokemon closes its shell or mouth on an opponent and squeezes hard. During Clamp, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the clamp will cause it to release. The steady squeezing of the Clamp drains the opponents HP at the rate of 3 per action for as long as they are Clamped. The holding effect can last up to four (4) actions before it needs to be refreshed.

Clear Smog: The Pokemon expels a thick cloud of translucent, asphyxiating smog from its body. Clear Smog has 2 distinct uses.1. Clear Smog (Regular)
The translucent smog permeates the area surrounding one opponent, making it incapable of missing the chosen target. The target takes damage and all of its stat modifications are negated.2. Clear Smog (Fog)
The Pokemon releases a much more pervasive Smog that deals no damage, but blankets both sides of the field removing the stat changes on any Pokemon exposed to it the action it is used. The Clear Smog also induces Fog weather for the next three (3) actions.

Close Combat: The Pokemon hurls itself viciously at the opponent and strikes them powerfully multiple times while dropping its guard. Successful execution of this move decreases the user's Defense and Special Defense by one (1) stage.

Coil: The Pokemon coils its body around and around tightly, raising its Attack, Defense, and Accuracy by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Confusion: The Pokemon uses a weak telekinetic force to pick up its opponent or small loose parts of the arena. The nature of the mental strike brings up disorienting memories than can confuse the opponent. If combined with Psychic, Special Attack Rank restrictions are ignored, and the opponent's Special Defense always drops one (1) stage. The confusion chance is boosted to 30%.

Constrict: The Pokemon grabs onto its opponent with vines or tentacles and squeezes them. The constriction inhibits the opponent and lowers their Speed stat by one (1) stage. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Wring Out, the Base Attack Power of combined move is doubled (2x) [E.g. Constrict + Wring Out= 4 + (12 * 2) = 28). If combined with Tickle, the opponent's Attack, Defense and Speed will each drop two (2) Stages instead of one.

Conversion: The user changes its typing to the same type as a random of 4 selected known moves (if the user has less than 4 different move types, it selects from the choices available. Hidden Power is considered a Normal type attack). The selected types must be different from the user's current type. This effect lasts until Conversion or Conversion 2 is used or the user switches out.

Conversion 2: The user changes its typing to a random type that resists or is immune to the last attack it was hit with. This effect lasts until Conversion or Conversion 2 is used or the user switches out.

Copycat: The Pokemon thinks about the last attack and repeats it exactly, duplicating the attack, but letting you choose a new target for the move. This move will fail if Copycat is the first move used in the battle, the last used move was Copycat, or the attack requires more energy than the user has. Charge-up actions and priority are ignored for a move copied by Copycat; all of its effects execute immediately when Copycat is used. (eg. If Copycat copies Revenge, it executes immediately. Likewise, if it copies Sky Attack, both the charge and the damage happen at once, and thus the move cannot be stopped by multi-hit attacks)

Cosmic Power: The user calls down a mystical power from heaven to boost its Defense and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Cotton Spore: The Pokemon releases balls of cotton that cling to the opponent, triggering various allergic reactions that slow it down and drop its speed by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.

Counter: The Pokemon prepares itself for a physical assault with a strong brownish-red aura. The Pokemon then charges towards the last opponent that hit them with a physical attack, dealing 1.5x the damage of said attack. This move can hit any single Pokemon on the field, regardless of position.

Cross Poison: The Pokemon crosses its claws or wings and coats them with a powerful poison. The attack strikes with great force, so it often results in a critical hit. It also has a chance to poison the foe.

Crunch: The Pokemon's mouth fills with darkened energy and it bears down on the opponent with its teeth/fangs. The dark energy can inflict a lasting wound on the opponent, lowering their defense one (1) stage.

Crush Claw: The Pokemon's claws glow white with a vicious energy before attacking the opponent with a powerful direct strike. The fearsome energy has a good chance of lowering the opponent's defense one (1) stage.

Curse: If the Pokemon is not a Ghost-type, it draws strength from negative energy, raising its Attack and Defense by one (1) stage and decreasing Speed by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. Ghost-type users sacrifice HP equal to 1/2 of their maximum HP to cast an evil Ghost Curse on the opponent. Pokemon afflicted with Ghost Curse take five (5) damage per action, and Chill and Rest only restore half as much energy/HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare. The Ghost version of Curse cannot be used unless the Pokemon is above 1/2 of its maximum HP.

Cut: The Pokemon cleaves a path through any natural obstruction with a single, powerful slicing motion. It can easily shear grass and split trees in two. It is not effective at clearing rock-based obstructions. If combined with a "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the move will always score a critical hit.

Dark Pulse: The Pokemon emits a wave of darkness imbued with horrible thoughts. The thoughts may interrupt the target's thoughts, causing them to flinch. This move can hit any single Pokemon on the field, regardless of position.

Dark Void: The Pokemon creates a void of darkness in a black translucent orb that launches at the an opponent. The void saps the target's willpower, causing it to fall asleep. This move targets up to three (3) adjacent opponents in a multi-battle.

Defend Order: The Pokemon gathers a swarm of bees around itself in a protective shield, raising its Defense and Special Defense by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Defog: The Pokemon rapidly flaps or beats its wings or other appendages, creating a large wind that clears away any obscuring field effects and Fog weather. Defog lowers the opponent's Evasion one (1) stage and removes the effects of Mist, Safeguard, Reflect, and Light Screen on the target. (Mist blocks the evasion drop, and then dissipates). Defog also clears both sides of the field of any laid hazards and any weather affecting the field.

Destiny Bond: The Pokemon telepathically joins its soul with the foe's for the remainder of the round. During this time period, if the foe Knocks Out the Pokemon, the foe takes damage equal to their remaining HP (capped at 30.) Chills cannot be used after Destiny Bond in the round. This move cannot be used unless the user has enough Energy to afford the resulting attack.

Detect: The Pokemon focuses completely on all other Pokemon on the field, anticipating and dodging their actions perfectly to protect itself from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Protect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. If used in a combination attack, Detect will still be active on the cooldown action, but will have one and a half (1.5x) the Damage Evaded energy cost that action.

Dig: The Pokemon digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional six (6) energy per action. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underground at the end of the round, it may not be switched out. Bulldoze, Earth Power, Earthquake, Fissure, and Magnitude can always strike a digging opponent, while other attacks can hit if aimed properly. Earthquake, Bulldoze, and Magnitude have double their Base Attack Power against a Digging foe.

Disable: The Pokemon focuses on the memory of one of the foe's last three (3) actions, and uses telepathic powers to erase the memory of that attack from the opponent. The opponent is unable to use the selected attack for six (6) actions. If the Pokemon was ordered to use the locked attack in the same round it is Disabled, the move will fail. Disable can affect moves that take effect over multiple turns, such as Bide. Only one move can be Disabled at a time per Pokemon, and if Disable is used again before a previous use of Disable wears off on that Pokemon, it fails.

Dive: The Pokemon dives underwater and surfaces under the opponent to attack them. The Pokemon may stay underwater for an extended period of time, but this costs an additional six (6) energy per action. This move fails if not used in or near water. If the user has a Size Class Greater than 4, a Height of 3.5m or more, has the Levitate trait, or is a Flying-type, it can hit a Levitating opponent or an opponent using Magnet Rise. If a Pokémon is underwater at the end of the round, it may not be switched out. Surf and Whirlpool will both hit during Dive and have 15 Base Attack Power and 6 Base Attack Power, respectively. If two opposing Pokemon are both in the Dive state, they will attack each other normally, but will still incur an additional energy cost.

Doom Desire: The Pokemon calls down a rain of energy beams from the sky that fall after the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

Double Team: The Pokemon rapidly moves back and forth between several locations, creating several illusory clones. The clones make it harder for the opponent to figure out which Pokemon is the real one. Each clone counts as a separate target in addition to the real Pokemon. Single target moves directed at the Pokemon will strike one target, apply an accuracy check for the move to hit and then, unless the move has perfect accuracy, apply another check for if it hits the real target (hit = 100% / # of Targets). If it hits a clone, that clone disappears while all other clones remain. Multi-target moves will target all clones and apply a single accuracy check. Double Team dissipates completely once the real Pokemon is hit. A Pokemon may have up to four clones at a time.

Double-Edge: The Pokemon slams into the opponent as hard as it possibly can with its entire body. The enormous impact of the move will make the user take 1/3rd of the damage they caused to the opponent as recoil.

Draco Meteor: The Pokemon roars at the sky, summoning a storm of meteors to strike the foe. Summoning the meteor storm uses up a lot of the Pokemon's energy, decreasing their Special Attack by two (2) stages. This Special Attack drop happens even if the move misses.

Dragon Dance: The Pokemon performs a fighting dance to stimulate its muscles, raising its Attack and Speed by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Dragon Tail: The Pokemon swings and hits the foe powerfully with a menacing tail. In Switch = KO, unless the Pokemon has a Substitute active, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, unless the Pokemon has a Substitute active, it is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Dragon Tail must attack first.

Dream Eater: The Pokemon absorbs the energy of a sleeping Pokemon's dreams, restoring half of the damage caused to the foe in HP to the user. If used in combination with Hypnosis, the damage done will not trigger any sleep reduction. This move fails if the target is awake.

Drill Run: The Pokemon spins rapidly and slams its head or other appendages into the opponent like a drill. Because of the spinning, the attack is more likely to penetrate the opponent's defenses unexpectedly, giving it an increased chance for a critical hit.

Dynamicpunch: The Pokemon starts randomly punching the air in front of it extremely powerfully and quickly but not very precisely. If the attack hits, the punch will knock the opponent off balance and knock them over, disorienting and confusing them.

Earth Power: The Pokemon exudes a golden aura, and the earth on the field cracks open with a golden light. The light erupts violently from the ground, blasting upward and smashing into the opponent. The suddenness of the blast may lower the target's Special Defense by one (1) stage.

Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake strikes a Pokemon in the middle of Dig, its Base Attack Power is doubled. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Earthquake and avoid damaging each other in a multi-battle.

Echoed Voice: The Pokemon puffs itself up and yells with a cry welled up from within, producing a sound wave that echoes throughout the area. Each time this is used by a member of the same team, that team's echo frequency builds up and the attack's Base Attack Power is magnified. An echo created in this way only lasts for six (6) actions, and after that won't factor into the multiplier for the Base Attack Power of newly used instances of this move.

Egg Bomb: This move has multiple functions.
Egg Bomb (Regular): The Pokemon chucks an energized egg that explodes on contact.
Egg Bomb (Trap): The user lays an explosive trap that detonates at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure. This version has perfect accuracy instead of 75%.

Electroweb: The Pokemon casts a wide electrified net upon its opponent, shocking them and limiting their movement which causes a one (1) stage drop in Speed. This move targets up to three (3) adjacent opponents in a multi-battle.

Ember: The Pokemon throws small flames that have a chance of burning the foe. When combined with another Special Fire Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Ember + Flamethrower is 4 + 10 * 1.5 = 19 BAP].

Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can't help but repeat its last successful action for the next two (2) of its actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action or whose last successful action was Bodyblock, Chill, Dodge, Encore, Mimic, Mirror Move, Shift, Sketch, Take Cover, Transform, a combo or a cooldown.

Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round. This move cannot be used unless the user has enough Energy to afford the resulting attack.

Endure: The Pokemon braces itself for impact and will not be KOed by any direct attack, physical or special, for that round. The adrenaline generated by this attack means that the Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in. The Pokemon must still have enough Energy to use Endure, or it will fail. The energy required to tense their muscles mean that a Pokemon cannot use this move two rounds successively. Additionally, due to the energy expenditure, a Pokemon under the effects of Endure may not use a Combination attack. A Pokemon using Endure may still faint due to secondary effects such as poison and burn. All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint.

Energy Ball: The Pokemon gathers all the surrounding natural energy into a ball of life, firing it at the foe. The Pokemon will have trouble accumulating this energy in an artificial environment, reducing the Attack Power by two (2). The attack can sap the target's resiliency, reducing their Special Defense by one (1) stage.

Eruption: The Pokemon draws from its fire source and releases it in a massive fiery explosion. Its power depends on the vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle.

Explosion: The Pokemon mechanically, through the mixing of noxious gases, or simply by release of pent up pressure, creates a massive explosion, fainting itself and causing massive damage to the opponent. This attack hits all adjacent Pokemon. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack.

Extrasensory: The Pokemon attacks with a strange force that seems to have been directed from behind the target's head, knocking them down. The surprise of the attack may cause the victim to flinch for an action. Will never flinch a Pokemon with multiple heads or eyes behind its head.

Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Fake Tears: The Pokémon cries loudly, unnerving the opponent and causing its Special Defense to drop two (2) stages for two rounds. This move locks its changed stat for the round if used on the last action of a round.

Featherdance: The Pokémon shoots a slew of feathers at the opponent, causing them to become tired, and their attack to drop two stages (2). This move locks its changed stat for the round if used on the last action of a round.

Feint: The Pokémon surrounds itself with a faint aura and rushes at the opponent with great speed, generating an afterimage. The Pokemon makes a stop before striking the opponent and the afterimage continues going. The energy wavelength of the afterimage ruptures the protective effects of Detect, Protect, Wide Guard, and Quick Guard for the rest of the action on the opponent or the opponent's team in the case of Wide and Quick Guard.

Fire Pledge: A mystical power causes fire to spread across the battlefield. When used with either Grass Pledge or Water Pledge, the Base Attack Power doubles. When used the same action as Grass Pledge, Grass Pledge is ignored and Fire Pledge bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions. When used the same action as Water Pledge, Fire Pledge is ignored and a rainbow shimmers down on the user's side of arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace). All Pledge attacks target a single foe, but effect one side of the arena depending in their effect.

Fire Spin: The Pokémon shoots a spiraling stream of flames from its mouth or arm cannons, trapping the opponent in a swirling cage of flames. During Fire Spin, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Fire Spin. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed.

Fissure: The Pokémon uses brute force and/or an energy beam to open a fissure in the ground right under the opponent, dashing them against the cracks and shifts in the earth. The move is slow, but extremely powerful and alters the battlefield, allowing either Pokemon to be pushed into the chasm later. It can only be used on hard earth.

Flame Burst: The Pokémon shoots out a massive burst of fire that leaves embers on the ground around the foe. It also damages any opponents nearby the target with a fixed six (6) damage. In combinations, any effects on the main attack will also be present in the splash damage as well.

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

Flash: The Pokémon emits a bright light, momentarily blinding anything that looks at it. The temporary blindness reduces the opponent's accuracy by one (1) stage. The attack also illuminates dark arenas for three (3) rounds. This move locks its changed stat for the round within which it was used.

Flatter: The Pokémon makes a series of flattering comments and gestures to the opponent. It raises the target's Special Attack by one (1) stage and confuses the target. This move locks its changed stat for the round within which it was used.

Fling: The Pokémon surrounds its hands/claws in a dark aura and throws any object in its possession. The amount of damage done and the added effect depends upon the item thrown (consult this list and apply a BAP boost equal to 1/10th the listing).

Fly: The Pokémon flies up high, and strikes down in a tackle. While in the air the Pokemon can evade almost any attack, and can remain airborne, delaying the strike of the attack at the cost of six (6) energy per action. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against an opponent in the evasive stage of Fly. When used during the evasive stage of Fly, Smack Down and Gravity will cause the Pokemon to crash to the ground, cancelling Fly and making it take (2 * Weight Class + 4) crash damage. Gust, Twister, and Whirlwind will also make Fly miss when used during the evasive stage, but will not deal crash damage. If a Pokémon is in the air at the end of the round, it may not be switched out.

Focus Punch: The Pokémon's fist glows white, gathering a massive amount of energy. While charging, the Pokemon must maintain absolute focus and cannot be struck with an attack of any sort or else Focus Punch will fail.

Follow Me: The Pokémon creates a distraction, forcing all opponents to target the user with their attacks instead of their intended targets. If a contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

Foresight: The Pokémon's eyes emit a red scanning beam that reveals illusions. This allows both the user and other Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops, as well as Ghost-type Pokemon with Normal- and Fighting-type attacks. This effect lasts for six (6) actions, but only against the target of the move.

Freeze Shock: The Pokémon takes an action to charge a massive amount of electricity around its frozen body until it turns to a flashing white, then unleashes it in a devastating attack. It has a chance to paralyze the opponent.

Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing damage by three (3) and Energy Cost by one (1). If Fury Cutter misses or is blocked (but is still used consecutively), its number of Consecutive Uses decreases by one (1) (e.g. if it is blocked after 3 consecutive uses, the next attack will calculate damage based on 2 Consecutive uses). Fury Cutter does not incur the normal Consecutive Attacks penalty.

Fusion Bolt: The Pokemon unleashes a massive vortex of electricity from its slashing claws that crashes into the opponent. If used the same action as Fusion Flare, it increases Base Attack Power by five (5).

Future Sight: The Pokémon uses its mind to summon a delayed telekinetic attack that strikes at the end of the first action of the next round. The attack uses any stat boosts/drops the Pokemon had at the time the move was initially called, as well as the Special Attack of the original user. The damage is considered residual, and will faint a Pokemon using Endure.

Gastro Acid: The Pokemon hurls up its stomach acid onto the foe, drenching it. Its digestive enzymes break down the victim's use of their ability. This effect lasts for the opponent's next six (6) actions.

Giga Impact: The Pokemon delivers an incredible blow, powerful beyond its usual ability. The impact may send lighter Pokemon flying. The Pokemon will be more sluggish if it attempts to attack on its next action.

Glare: The Pokemon locks eyes with its opponent with a look that paralyzes with an intense fear. The victim will retain this fear for a limited amount of time (or until healed of paralysis), causing them to move with extreme hesitation, occasionally locking up again. The effects of this move can be avoided if the victim makes a deliberate attempt to look away or close their eyes.

Grass Knot: The Pokemon's eyes glow with a green aura, briefly controlling the grass and underbrush in an area as an extension of their body. They then rope the opponent around their ankle and pull, sending the opponent crashing to the ground. A heavier Pokemon will take more damage than a light one. A Grass-type Pokemon may use their own vine, root, or leafy appendage to use this move, but any other type will have to rely on any available plant-life. If there is none available, this move is unusable.

Grass Pledge: The Pokemon creates a large column of grass and foliage with a mystical power, which can be directed at an opponent. When used with either Fire Pledge or Water Pledge, the Base Attack Power doubles. When used the same action as Water Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (x0.5) the speed of the opponents team for six (6) actions. When it used the same action as Fire Pledge, Grass Pledge is ignored and the move bursts out, covering the opposing field in burning leaves that deal 2 HP per action for six (6) actions. All Pledge attacks target a single foe, but effect one side of the arena depending in their effect.

GrassWhistle: The Pokemon folds a leaf or large blade of grass and blows into it like a primitive flute. The soothing song puts the target Pokemon to sleep. Even if the music does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

Gravity: The Pokemon greatly increases the gravity in the arena for four (4) rounds. Any airborne or levitating Pokemon are pulled earthbound and moves that require flight or jumping cannot be performed (Bounce, Fly, Hi Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash). Furthermore, all Pokemon move with much greater difficulty, though their relative speeds remain consistent. All Pokemon suffer an Evasion drop, increasing the relative accuracy of attacks by 67% (x1.67). If another Gravity is used, the effect is nullified.

Growl: The Pokemon emits a low growl, endearingly or threateningly depending on the user. Upon hearing this growl, the opponent is more hesitant to apply full force, lowering its Attack by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Growth: The Pokemon concentrates on directing nutrients and vitamins to specific areas in its body or plant, increasing Attack and Special Attack by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One. If a Grass-type uses this move in intense sunlight, both stats will be boosted by two (2) stages, and Energy Cost will be increased by 2, and this move instead locks its changed stat for the round if used on the last action of a round.

Grudge: The Pokemon prepares a curse. If KOed during that round Grudge is in effect, the curse is enacted. All Moves that fit the same category (e.g. Damaging Dark Moves, Status Moves if KO'd by a burn or toxic damage, etc.) that was used to KO the user of Grudge will not be usable for the rest of the match, even if the Pokemon is switched out.

Guard Split: A psychic link is formed between the user and target Pokemon, evening out their attributes. For the next two rounds, both Pokemon share the averages of their Defense and Special Defense ratings. Subsequent uses will reverse the effect. The energy cost of the attack depends on the total change differential from both Pokemon (e.g. the average of Rank 1 and Rank 5 is Rank 3, and therefore the differential costs 4 energy. If the differential average is less than one, stats are unaffected, but 1 energy is consumed). Any changes that result in ties will bias the split to the Pokemon with the higher original stat.

Guillotine: The Pokemon funnels a massive, unstable amount of energy into its pincers and goes for the opponent's weak point. The energy is difficult to control and thus the attack is incredibly inaccurate; however, if it strikes it deals intense damage.

Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly, Bounce, or Sky Drop, Gust's Base Attack Power increases from 4 to 8. This move can hit any single Pokemon on the field, regardless of position. If combined with Air Cutter, Defog, Leaf Tornado, Ominous Wind, Razor Wind, Silver Wind, Twister, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Gust + Twister = (4 + 4) * 2 = 16]. The Base Attack Power will double again if used against a foe in the middle of Bounce or Fly.

Hail: The Pokemon calls in a hail storm that lasts for four (4) rounds. The hail causes two (2) damage per action to all Pokemon except Ice-types. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard's accuracy to 100% and letting it have an additional 30% chance to bypass Protect and Detect.

Hammer Arm: The Pokemon's arm glows a bright white and it slams into the opponent with great force. The opponent can be sent flying back if Hammer Arm hits directly or can make an impression in the ground if it tries to block the attack. This move lowers the user's speed by one (1) stage.

Harden: The Pokemon hardens its exterior, glowing brightly and lessening the damage from the opponent's physical moves. Harden boosts the user's defense by one (1) stage, and if Harden is used first it causes 10% recoil damage on an opponent that strikes it with a contact attack that action. This move locks its changed stat for the round within which it was used. Harden can also renew the skin of Rock and Steel type Pokemon, and can flush out impurities and external burns if the Pokemon is in water.

Haze: The Pokemon releases a thick, black smoke that blankets the arena and resets the stat levels of all Pokemon on the field to zero (0). By default, the cloud dissipates once this effect happens. However, the Pokemon may opt to release a more persistent cloud by specifying Haze (Fog). This will cause its usual effect to happen on the action it is used and then change the weather to Fog for the next three (3) actions.

Head Smash: The Pokemon becomes surrounded by a blue-white aura and launches itself at the opponent, head first. This attack does massive damage to the opponent while doing half the damage to the user.

Heal Bell: The Pokemon glows dimly and releases blue energy waves. The energy is released with a bell-like noise. The energy waves heals all Pokemon on the side of the user of all status conditions, including Burn, Freeze, Paralysis, Poison, and Sleep. This move targets all allied Pokemon in a multi-battle, and also affects Pokemon in their Poke Balls.

Heal Block: The Pokemon creates an invisible aura around any opponents, negating healing from moves, abilities, and items. This includes the healing effects of Ingrain, Aqua Ring, Moonlight, Morning Sun, Roost, Recover, Heal Order, Rest, Softboiled, Wish, Milk Drink, Slack Off, and Synthesis. The moves Absorb, Mega Drain, Giga Drain, Leech Life, Dream Eater, Drain Punch, Horn Leech and Leech Seed will still do damage, but they will not recover any health for the user. The abilities Water Absorb and Volt Absorb are also negated and Pokemon with those abilities take damage from attacks they would have otherwise absorbed. Leftovers and Black Sludge will not restore health. This effect lasts for four (4) rounds. This move targets all opponents in a multi-battle.

Heal Pulse: The Pokemon releases a wave of energy that restores 20 HP to a target Pokemon on the field. The Pokemon cannot target itself with this move. This move can hit any single Pokemon on the field, regardless of position. Using this move uses up one of the user's available recovery moves in a battle.

Healing Wish: The Pokemon funnels all of its energy into a pink glowing orb, launches it at an ally, and faints. The pink orb infuses itself into the ally, restoring 20 HP and curing all status ailments. In a switch battle, this can be applied to the Pokemon that switches in after the user of Healing Wish.

Heart Swap: The Pokemon produces a pink energy and two balls of energy emerge from the user's and the opponent's bodies. The two balls of energy are filled with the Pokemons' stat increases and decreases. The balls of energy go to the opposite users. The user's ball of energy goes to the opponent and vice-versa.

Heat Wave: The Pokemon releases a wave of fire from its mouth or wings towards the opponent. A Pokemon struck by this attack has a chance to be burned. This move targets up to three (3) adjacent opponents in a multi-battle.

Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally's move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). This move cannot be used unless the user has enough Energy to afford the resulting attack.

Hex: The Pokemon summons a pitch black horror that opens its eye piercingly at their opponent, overtaking their body and sending shock waves through it. The pain is exacerbated (Base Attack Power doubled) if the opponent is suffering a major status condition (Poison, Paralysis, Burn, Freeze, Sleep).

Hi Jump Kick: The Pokemon leaps into the air and smashes its foot into the target. If the move misses, the user takes damage equal to its Weight Class + the Base Attack Power of the move (or combo if used in a combo). If Helping Hand is used, its boost factors into the Base Attack Power for the purposes of calculating crash damage.

Hidden Power: The Pokemon lets out white rings that swirl around the user and then are fired at the opponent. Hidden Power can be any type of the player's choosing; however, once Hidden Power's type and power are chosen they can only be changed for a cost of 7 CC. The player can also choose the attack power. Hidden Power's Energy Cost is equal to Base Attack Power minus two (2).

Hone Claws: The Pokemon sharpens its claws or nails to raise the Attack and Accuracy of its attacks by one (1) stage. This move locks its changed stat for the round if its last use in the round is not Action One.

Horn Drill: The Pokemon's horn begins to spin extremely quickly, like a drill. Then the user rams into the target with its "drill" in the abdomen. The drill can obliterate rocks and punch through steel. If Horn Drill hits, the target takes massive damage and may occasionally become light-headed from internal damage, interrupting or lengthening concentration for moves.

Howl: The Pokemon lets out a spine-tingling howl, raising its attack by one (1) stage. If Howl is used in a combination, any stat-changes affected by the combination double. This move locks its changed stat for the round within which it was used.

Hurricane: The Pokemon generates a violent, withering hurricane with a wind so fierce it jams out sound. The lost of hearing and intense physical pressure have a chance to confuse the opponent. The attack has perfect accuracy during rain and a 30% chance to break through Protect and Detect. This move can hit any single Pokemon on the field, regardless of position.

Hydro Cannon: The Pokemon lets out several powerful orbs of water at an extremely high speed, causing the orbs to crash into the opponent. These orbs are powerful to destroy rocks and create indents in steel. However, the user is more sluggish after using this attack.

Hyper Beam: The Pokemon releases a powerful beam of white energy at the opponent, doing great damage. Hyper Beam is so powerful it can destroy rocks and put dents in steel. However, after using Hyper Beam, the user is sluggish.

Ice Ball: The Pokemon encases itself in a ball of ice and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) additional energy for each consecutive use. The initial Attack Power is raised to eight (8) if the user used Defense Curl earlier in the match. Ice Ball can be used up to five (5) times before it resets to its original Base Attack Power. If Ice Ball misses, is disengaged, or is blocked, both its Base Attack Power and energy Cost reset to the original level. Ice Ball does not incur the normal consecutive attacks penalty.

Ice Burn: The Pokemon uses an action to charge a massive amount of crackling ice energy before releasing it in an incredible attack. The frozen energy is so cold and unstable that rather than being able to freeze the target, it has a chance to burn instead.

Imprison: The Pokemon binds itself mentally to all opponents momentarily, sealing off up to three moves shared between the Pokemon and any of its foes (a move shared between only one foe and the user will be blocked, e.g. if Opponent A and user have Psychic and Opponent B and user have Disable, both moves will be blocked even if Opponent A lacks Disable and Opponent B lacks Psychic) for six (6) actions. The relevant opponent may not use those sealed moves; however, the user of Imprison can.

Incinerate: The Pokemon blasts the opponent with an arc of flame concentrated on the opponent's berry, burning it and making it useless. This move targets up to three (3) adjacent opponents in a multi-battle.

Inferno: The Pokemon focuses an intensely hot ball of flames that it fires at the opponent. The ball is incredibly unstable though and does not fly on a straight trajectory. If it strikes the opponent, they will suffer a horrendous burn.

Ingrain: The Pokemon grows roots that burrow down into the ground, restoring four (4) HP per action for six (6) actions. While Ingrained, the Pokemon is not affected by phazing attacks, and loses any Ground immunity it might possess. Using this move uses up one of the user's available recovery moves in a battle.

Iron Defense: The Pokemon infuses its skin with iron, boosting its defense by two (2) stages and preventing knockback when used. If Iron Defense is used first and an opponent strikes with a contact attack that action, they will receive 25% recoil damage. Iron Defense will remove the corrosive effects of Acid and Acid Spray on Steel-types. Iron Defense can renew the skin of both Rock and Steel type Pokemon, and can flush out impurities and external burns if the Pokemon is in water. This move locks its changed stat for the round if used on the last action of a round.

Jump Kick: The Pokemon attacks the opponent with a flying kick, foot outstretched. If the move misses, the user takes damage equal to its Weight Class + the Base Attack Power of the move (or combo if used in a combo). If Helping Hand is used, its boost factors into the Base Attack Power for the purposes of calculating crash damage.

Karate Chop: The user chops at the foe, aiming for a pressure point or vulnerable area. Because it targets vulnerable areas, this move is more likely to result in a critical hit. If combined with Cross Chop, the move always scores a critical hit. If combined with Rock Smash, the opponent's Defense is always lowered, and the attack always lands a critical hit.

Kinesis: The Pokemon employs Psychic powers to distort the target's sense of reality, making it more difficult for the opponent to focus on its attacks and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used.

Knock Off: The Pokemon strikes at any item held by the opponent, knocking it away (The item's effect still occurs beforehand). The opponent loses all benefits of its held item. This move's effect will not activate if the target has the abilities Multitype or Sticky Hold, or is holding the item Griseous Orb, Shock Drive, Douse Drive, Chill Drive, or Burn Drive.

Last Resort: The Pokemon recalls all of the attacks or commands it has used, and unleashes a desperate attack at the opponent. The move fails if fewer than nine (9) unique actions or commands have been issued by this Pokemon in the battle. Last Resort doesn't count itself as a unique move the first time it is used by a Pokemon.

Lava Plume: The Pokemon creates an explosion around it, causing smoke and fire to hit everything in the field. The smoke blinds all affected Pokemon and the fire has a chance of burning them. This move hits all Pokemon except the user.

Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages. This Special Attack drop happens even if the move misses.

Leaf Tornado: The Pokemon catches its opponent in a whirlwind of grass, obscuring their vision for that action. There is a 30% chance that some of the grit may get into the victim's eyes, lowering their accuracy by one stage.

Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and saps 3 HP per action and lasts for six (6) actions. Leech Seed still heals if the original attacker is switched out or faints, provided there is a Pokemon to replace it in the same slot. Leech Seed stops healing when the foe either faints or switches out, or if there is no Pokemon to replace the original user's slot.

Leer: The Pokemon's eyes glow red and the foe shakes with fear, lowering the foe's defense by one (1) stage. If Leer is used in a combination, and stat-changes affected by the combination double, but the combination can only hit one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Lick: The Pokemon wraps its long tongue around the foe and licks it. The foe finds this extremely uncomfortable can be paralyzed through the ordeal. If combined with Astonish, the Base Attack Power of the entire combination doubles [e.g. (4 + 4) * 2 = 16]. If combined with Wrap or Bind, the damage per action while the opponent is trapped is doubled. If combined with Torment, the opponent is always paralyzed (20%) by the combination.

Light Screen: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of special attacks by half of their Base Attack Power. If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Lock-On: The Pokemon's eyes glow red and shoots a red ring that surrounds and tracks with the opponent. Any attack used during the next action will automatically be re-directed to the ring, ensuring a hit.

Lovely Kiss: The Pokemon's lips glow pink and blows a kiss at the foe. If the kiss hits, the foe falls asleep. The accuracy for this move is increased to 90% if Attract or Sweet Kiss was used previously.

Lucky Chant: The Pokemon starts to murmur ancient words. While doing this, pink tentacles sprout from its body and wrap the foe. The tentacles prevent the foe from landing a critical hit. The duration of this effect is six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Lunar Dance: The user glows white with the power of the moon and starts preforming an ancient dance. The user suddenly faints, and the next Pokemon to switch in will be surrounded in a white aura and have its HP and Energy restored by 25%.

Luster Purge: The Pokemon creates a purple ball of aura at the front of its mouth. The ball then turns into a beam of energy, which has a chance of reducing the foe's Special Defense stat by one (1) stage.

Magma Storm: The Pokémon unleashes a massive searing blast of spiraling red-orange flames at the opponent that swirl wildly after the initial impact to trap them. During Magma Storm, both Pokemon can still issue attacks; however, any further breath or cannon attacks issued from the same source will release Magma Storm. The opponent will suffer more intense damage if it tries to break out of the flames with normal attacks. The holding effect can last up to four (4) actions before it needs to be refreshed.

Magnet Rise: The Pokémon uses electromagnetism to levitate up into the air. Its body turns golden, and Bulldoze, Earthquake, Fissure, and Magnitude cannot affect the Pokémon for the next six (6) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Magnitude: The Pokémon, with a brown aura surrounding it, jumps into the air and lands with a huge stomp, creating an earthquake with a variable size. Magnitude's base Attack Power doubles if it hits an opponent using Dig. This attack hits all adjacent Pokemon. If allied Pokemon can attack in sequence uninterrupted by an enemy attack, they can synchronize their Magnitude and avoid damaging each other in a multi-battle. If combined with Bulldoze, Each target's speed is lowered by two (2) stages. If combined with Earthquake, Magnitude selects between 25% 7 BAP, 50% 9 BAP, and 25% 11 BAP.

Me First: The Pokémon senses the opponents attack and mimics what the opponent opponent would have used at an amplified power. Me First only succeeds against damaging attacks, it cannot mimic non-damaging attacks. The Power and Energy Cost of a selected attack are both amplified. The attack fails if the opponent attacks before the user of Me First.

Mean Look: The Pokémon shoots a dark, arresting glare at the opponent. Eyes appear around the opponent, making it unable to flee. If combined with Hypnosis, the move will always hit and the opponent will be inflicted with 2 action Sleep. If combined with Leer, the foe's Defense will fall two (2) stages. If combined with Glare, the foe will suffer from full paralysis next action, and paralysis will remain at 25%.

Meditate: The Pokémon sits on the ground and meditates. When the meditation is complete, the Pokémon's outline glows white, and its Attack is raised by one (1) stage. Meditate can be combined with mental and ki-based attacks, and if combined will ensure the effect of the attack takes place. This move locks its changed stat for the round within which it was used.

Mega Drain: The Pokémon shoots a green beam of energy at the opponent; when hit by the beam, the opponent's outline turns red, and the Pokémon's outline turns white as energy is transferred from the opponent to the Pokémon. The amount healed is half the damage dealt.

Memento: The Pokémon leaves an imprint on the target that repeatedly reminds them that they will eventually faint. The Pokémon faints, and the opponent will suffer from a 2-stage Attack and Special Attack drop (Switch = OK: until the opponent switches out; Switch = KO: until the opponent faints).

Metal Burst: The Pokémon's body glows white as a silvery orb appears and grows bigger when the Pokémon takes damage from an attack. The Pokémon then launches the orb at the last opponent to attack them, dealing 1.25x the damage of said opponent's attack. This move can hit any single Pokemon on the field, regardless of position.

Metal Claw: The Pokémon's hands glow white and become as sturdy as Steel. It then slashes at the opponent with arms crossed. There is a chance the Pokemon's claws may maintain the toughness of steel and raise Attack by one (1) stage. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the selected combination move is increased by one and a half (1.5x), rounded up [e.g. Metal Claw + Night Slash = 5 + (7 * 1.5, rounded up) = 16,] and the user's Attack is raised by one (1) level.

Metal Sound: The Pokémon releases light blue sound waves with the sound of ringing metal. All Pokémon that hear it suffer a 2-stage Special Defense drop. This move locks its changed stat for the round if used on the last action of a round.

Meteor Mash: The Pokémon glows white, then punches the opponent with a cosmically powered fist. Upon contact, star-shaped particles fly out. There is a chance the Pokemon maintains some of the mystic power, raising its Attack by one (1) stage.

Mimic: The Pokémon flashes white, gold, or purple, then instantly copies a single move of choice from the last three (3) moves used by the target. This move can be used for the remainder of the battle until switched out. Only one move can be copied by Mimic at a time, and if Mimic is used again after it has already been used successfully, the first move copied by Mimic is forgotten and is replaced by the newly copied move.

Mind Reader: The Pokémon uses its mind to sense the movements and thoughts of its opponent. Any move the Pokémon makes on its next action will not miss the target, providing that the target is the subject of Mind Reader.

Minimize: The Pokémon compresses its body to reduce its size, lowering its Size Class to 1 and permanently boosts evasion by one (1) Stage, and prevents Evasion from being lowered (Foresight, Miracle Eye, and Odor Sleuth will still work for the user, reducing this Pokemon's Evasion to its +0 state while the move is in effect.) The Pokemon will revert to normal size if it is switched or forced back into its Pokeball. The Pokemon cannot use Minimize if the effect is already active.

Miracle Eye: The Pokémon's eyes glow, and they peer at the opponent as if looking through a spyglass. This reveals all illusions and disrupts the power of Dark-types to ward off psychic control. This allows the user to hit Dark-types with Psychic-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move.

Mirror Coat: The Pokémon becomes covered in a glowing, reflective aura that reflects the last special attack to hit it back at the opponent. The damage dealt is equivalent to 1.5x the special damage taken. This move can hit any single Pokemon on the field, regardless of position.

Mirror Move: The Pokemon thinks about an attack used against it by the target within the last three (3) actions and repeats it exactly, duplicating the attack. The target of Mirror Move is based on the move being copied, so if it copies a move aimed at "all opponents," Mirror Move will target all of the user's opponents in addition to the selected Pokemon.

Mirror Move can only select attacks that target other Pokemon; it cannot copy weather, field effects, hazards, or self-directed attacks.

Mist: The Pokémon opens its mouth and a cloud of thick, white mist comes out. Mist has 2 distinct uses.1. Mist (Regular)
The white cloud grants the affected Pokemon immunity to all non-damaging stat-modifying moves such as Leer and Scary Face for six (6) actions. Damaging stat-modifying moves such as Mud-Slap will not be affected. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.2. Mist (Fog)
The mist is so thick that it blankets both sides of the field, and sets the weather on the field to Fog for the next six (6) actions.

Moonlight: The Pokémon absorbs moonlight to restore health. If the moon is not out, Moonlight heals half its normal value. Moonlight restores 35 HP in strong moonlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle.

Morning Sun: The Pokémon looks up to the sun to restore health. If the sun is not out, Morning Sun heals half its normal value. Morning Sun restores 35 HP of maximum health in strong sunlight, 25 HP in normal weather, and 15 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle.

Mud Sport: The Pokemon flings a special mud around the battlefield that adheres to the skin of all Pokemon on the field and acts like a partial Ground-type. The final damage of Electric-type attacks is reduced by 50% (0.5x) for six (6) actions.

Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body that can blind the opponent's eyes with mud. There is a good chance to lower the target's Accuracy by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle.

Mud-Slap: The Pokémon turns around and kicks up clumps of mud at the opponents eyes, reducing their Accuracy by one (1) stage. The added energy cost for each locked-in stage only occurs when the stage boost for accuracy on the struck foe is negative.

Nasty Plot: The Pokemon thinks cruel thoughts about their opponent, stimulating their brain and raising their Special Attack by two (2) stages. The move will always fail if the user is infatuated with their opponent.

Natural Gift: The Pokemon taps into the latent energy of its held berry, releasing it in a sharp beam that strikes the opponent for physical damage. The type and power of the attack depend on the berry. Natural Gift may be used eight (8) times before the Pokemon's Berry is entirely consumed.

Nature Power: The Pokemon draws upon the natural elements present to use an attack it could not normally use. A dirt terrain or sandy environment will produce Earthquake. An artificial environment with no natural elements will produce Tri Attack. Rocky terrain, a cave, or mountainous area will produce Rock Slide. A mostly grassy arena or field will produce Seed Bomb. A watery environment will produce Hydro Pump. A prevalence of snow will produce Blizzard.

Needle Arm: The Pokemon swings their thorny arms in an attempt to smack their opponent. There is a chance some thorns will stick to the Pokemon resulting in them using the next turn removing the source of pain.

Night Daze: The Pokemon releases a quick medium range burst of dark matter. The attack has a chance of dimming the victim's eyesight, lowering their accuracy by one (1) stage The chance for the lower accuracy is doubled if the user is in a dark shadowy area or if the lighting is already poor.

Night Shade: The Pokemon fires a shadowy beam that envelops the opponent causing them to have violent hallucinations. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects.

Nightmare: The Pokemon induces frightening nightmares into a sleeping Pokemon's dreams that deal four (4) damage per action and removes two (2) energy per action until the Pokemon wakes up. It increases sleep duration by one action, and once in effect, Nightmare can only be used if the Pokemon was put to sleep in a previous action, and cannot be used again until the opponent wakes up and is put back to sleep. Because of the intense nature of the dreams, a Pokemon experiencing Nightmare will have the Base Attack Power of its Snore doubled. If combined with a Sleep-inducing attack, the sleep will last for one additional action.

Odor Sleuth: The Pokemon uses its sense of smell to discern the scent and energy signature of the Pokemon. This allows the user to hit Ghost-types with Normal- and Fighting-type moves, and enables the Pokemon to hit the target through all evasive maneuvers, evasion boosts, and the user's own accuracy drops. This effect lasts for six (6) actions, but only against the target of the move.

Outrage: The Pokemon goes on a rampage, repeatedly attacking with powerful physical blows. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Outrage does not incur the consecutive move energy cost penalty. This move attacks an enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Outrage hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Outrage after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo.

Overheat: The Pokemon fires an extremely powerful stream of fire at its opponent. Once the attack is complete, the user has expended nearly all of their Fire energy, lowering their Special Attack by 2 stages. This Special Attack drop happens even if the move misses.

Pain Split: The Pokemon links itself telepathically with the target and transfers vitality between itself and the target in an attempt to make the vitalities of the two Pokemon match. This move cannot increase a Pokemon's HP above its maximum HP. Pain Split can siphon a maximum of 25 HP from an opponent, but the Energy Cost is calculated based on the total difference, so if the opponent has 100 HP and the user has 30, Pain Split will decrease the opponent's HP to 75 and increase the user's HP to 55, but the total energy cost will be 30 [(100 - 30) / 3 + 6 = 29.33 ~= 30]. The 25 HP limit does not apply when targeting an ally. The user of Pain Split must have enough energy to use the attack or it will fail.

Pay Day: The Pokemon summons energy packets and throws them at the opponent. The energy turn into coins after impact. Each use of Pay Day nets the trainer 1 CC. If the Pokemon has Amulet Coin attached, it gains two CC each use. A maximum of 3 CC can be gained this way in any given battle. The CC will only be awarded if the Pay Day user's team wins the battle.

Peck: The Pokemon pecks the foe hard with a beak or horn. This move can hit any single Pokemon on the field, regardless of position. If combined with Fury Attack, all 5 hits will connect. If combined with Aerial Ace, Drill Peck, Drill Run, Horn Attack, Horn Drill, Megahorn, or Poison Jab, the combination will always score a critical hit.

Perish Song: The Pokemon lets out a horrible shriek that envelops the entire field. At the end of three (3) rounds, any Pokemon that hears Perish Song will faint. The haunting shriek can even echo through caves and other places. The effect is removed on that Pokemon if the Pokemon switches. This move strikes all Pokemon on the field, including the user. In Switch=KO battles, this effect, when inflicted by a Pokemon on itself or its ally cannot be removed by any means other than switching out, including moves that would switch the Pokemon out in a Switch=OK battle like U-turn, Volt-Switch, and Teleport. This effect also disables the effect of Shed Shell on the user and its allies.

Petal Dance: The Pokemon dances wildly, summoning a storm of leaves to strike the opponent. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Petal Dance does not incur the consecutive move energy cost penalty. This move attacks an adjacent enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Petal Dance hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Petal Dance after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo.

Poison Fang: The Pokemon coats its fangs in a severely Toxic poison and chomps down on the foe, injecting it directly into their bloodstream. The poison will not effect the user should the attack be deflected or blocked.

Poison Sting: The Pokemon fires a volley of poisonous needles that inject the foe with poison. A stinger may also be used to deliver for a more pinpoint contact attack, which will always score a critical hit. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).

Poison Tail: The Pokemon swipes its sharp, bladed tail coated with poison. The sharpness of the attack gives it a high critical-hit ratio. If combined with another "Tail" move, the power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Poison Tail + Iron Tail = 5 + (10 * 1.5, rounded up) = 20]

Pound: The Pokemon strikes the opponent hard with an appendage. If combined with a "Punch" attack (attacks that recieve a boost from Iron Fist), the Base Attack Power of the "Punch" attack is multiplied by one and a half (1.5x). [e.g. Pound + Fire Punch has a combination power of 4 + (8 *1.5) = 16.]

Powder Snow: The Pokemon unleashes a small flurry of snow across the field. It can Freeze opponents. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Blizzard, the Base Attack Power of Blizzard increases by one and a half (1.5x) [e.g. Powder Snow + Blizzard = 4 + (12 * 1.5) = 22]

Power Split: The Pokemon psychically links up with the opponent and splits its innate genetic data in two, equalizing the Attack Rank and Special Attack Rank of the two Pokemon for six (6) actions. If the value of the summed whole is odd, the Pokemon with the higher initial attack keeps a higher value (e.g. Shuckle uses Power Share on Sandslash [Rank 1 + Rank 4 = Rank 5], Sandslash becomes [Rank 3] and Shuckle becomes [Rank 2])

Protect: The Pokemon erects a barrier that protects them from the damage and effects of attacks that would otherwise strike it. Attacks do not fail when used on the Pokemon, and attacks targeting the arena will succeed as normal. This move fails if used on successive actions, or after Detect, Wide Guard, Quick Guard, Agility (Evasive), Teleport (Evasive), or the Dodge Command. In a multi-battle, Protect may be shifted to an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost.

Psychic: The Pokemon surrounds the opponent in a blue aura of Psychic energy and flings them into the ground or other objects. The mental stress inflicted by the pain can reduce their Special Defense by one (1) stage. Psychic can be used on targets with a Weight Class up to two (2) values greater than the user's Special Attack Rank.

Psycho Shift: The Pokemon uses the power of suggestion to psychically transfer its status ailments to the opponent. If the opponent is already affected by that status ailment, the user retains the ailment. If a target's physical structure or ability would prevent it from being affected by that ailment, the user retains the ailment.

Psystrike: The Pokemon focuses its Psychic energy on the battlefield and lifts massive chunks out of the arena. It then sends these objects crashing into the opponent with immense force, hitting the opponent's Defense instead of their Special Defense.

Punishment: The Pokemon glares at the opponent, jealous of their stat boosts, and smashes into them with an aura of darkness. The Base Attack Power of the Attack increases by 2 for each stage boost the opponent possesses.

Pursuit: The Pokemon chases the opponent down, never failing to catch them before they retreat or escape a trapping effect. If used on an opposing Pokemon ordered to Bounce, Dig, Dive, Dodge, Double Team, Fly, Take Cover, Teleport, U-turn, Volt Change, Double Team, Minimize, or execute any other evasive action, Pursuit's Base Attack Power increases from four (4) to eight (8). Pursuit ordinarily has zero priority and an accuracy check, but it will always strike before an opponent uses an evasive action. The shock will eliminate all Double Team clones, as well as negate the self-hazing effect of U-turn and Volt Switch in Switch = KO battles.

Quash: The Pokemon holds the opponent in a strong dark aura, delaying its action until all other Pokemon have attacked. A Pokemon under the effect of Quash cannot synchronize attacks with an ally in a doubles or higher battle.

Quick Guard: With blinding speed the Pokemon puts up a barrier around itself and any teammates. The barrier causes all increased-priority attacks to fail when used against the Pokemon's team, with the exception of those given priority by Prankster, Light Metal, or Float Stone. This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command. This move targets all allied Pokemon in a multi-battle.

Quiver Dance: The Pokemon begins an ancient dance, fluttering its wings and releasing an energized power that surrounds the Pokemon. The Pokemon's Special Attack, Special Defense, and Speed are all increased one (1) stage.

Rage: The user becomes extremely angry and begins attacking the foe with thrashing swipes and blows. If the user is damaged by an attack the same action Rage is used (before or after), they become even more angry and their attack increases by one (1) stage. Multi-hit attacks increase Attack once for each hit. If the Pokemon's Attack is raised by Rage, Rage's Energy Cost goes up by two (2) for each stage boost gained this way. Rage's effect does not activate behind a Substitute unless there is spillover damage.

Rage Powder: The Pokemon unleashes a noxious powder that enrages all opponents, taking over their senses and forcing them to target the user with their attacks instead of their intended targets. If a non-contact attack is redirected towards this Pokemon from another target, it will have half its usual Base Attack Power.

Rain Dance: The Pokemon summons rainclouds to the sky, causing it to rain in the arena. If a Pokemon uses a Water-type attack in the rain, it will go through and pick up some of the rain, increasing its Base Attack Power by three (3). If a Pokemon uses a Fire-type attack in the rain, some of it will be put out by the rain, reducing its Base Attack Power by three (3). During Rain Dance, Thunder and Hurricane have perfect accuracy and a 30% chance to bypass Protect and Detect. The rain lasts for four (4) rounds. This move will fail if the arena is indoors.

Rapid Spin: The Pokemon spins extremely quickly in place, generating a ring of energy around the Pokemon, enough to give it mobility even if bound down. The Pokemon then charges into the opponent, and if the rind makes contacts it expands across the field and frees the Pokemon from any binding move and Leech Seed, as well as clearing any Spikes, Toxic Spikes, and Stealth Rock that are on its side of the arena.

Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Razor Wind: The Pokemon immediately summons a whirlwind around it and unleashes it on the opponent at the end of its action. The whirlwind can break any trapping moves, and deflect or nullify any attacks with 4 or less initial Base Attack Power (e.g. before ability effects). The sharpness of the wind blade makes the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Reflect: The Pokemon summons either a golden box to protect itself or golden erect walls to protect it and its teammates. The walls reduce the power of physical attacks by half of their Base Attack Power. If used to protect multiple Pokemon in Doubles / Triples battles, it instead reduces Base Power by 1/3. The effect lasts for six (6) actions after use. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Relic Song: The Pokemon sings a haunting hymn that has a chance to put the opponent to sleep. It can unlock the powers of Meloetta to transform between its Voice Form and Step Form. This move targets up to three (3) adjacent opponents in a multi-battle.

Rest: The Pokemon takes a soothing nap, eliminating all negative status and restoring 12 HP per action for a total of three (3) actions (the action Rest is used counts as an action on this counter) unless interrupted. Rest will cure any new status received on an action it is still resting. A strong blow (more than 18 final damage) can interrupt Rest, waking the user up. Using this move uses up one of the user's available recovery moves in a battle.

Roar: The Pokemon takes air into its lungs and roars at the foe with all its might, terrifying it. In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, the Pokemon is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Roar must attack first.

Roar of Time: The Pokemon roars so loudly that time is distorted around the target, sucking a lot of its vitality into the time rift. The effort required to create the time rift is so huge that afterward the user is sluggish.

Rock Climb: The Pokemon's claws grow massive with a white energy, allowing them to effortlessly scale mountains. They charge the foe at an intense speed. The force of the impact can confuse the foe. Rock Climb allows a Pokemon to scale any arena trap and cross long distances where it otherwise couldn't.

Rock Polish: The Pokemon focuses energy around its body, glowing red or white. The energy allows much freer movement, increasing the user's Speed by two (2) stages. If combined with another Rock-type Attack, it increases the Base Attack Power by four (4) and the accuracy by 25% (x1.25), while also granting the +2 Speed boost. This move locks its changed stat for the round if used on the last action of a round.

Rock Slide: The Pokemon summons a wide swath of boulders from the ground to fall on the foe. The suddenness of the impact can cause the opponent to flinch. This move targets up to three (3) adjacent opponents in a multi-battle. This attack requires an external source of rocks to use.

Rock Smash: The Pokemon smashes the ground or a free-standing boulder near the opponent, shattering it to pieces. The quick impact of the rocks can lower the opponent's Defense by one (1) stage. If combined with a contact attack that can flinch, lower defense, or has a high critical-hit rate, it increases the Base Attack Power of the combining attack (e.g. Crabhammer from 9 BAP to 13.5 BAP) by one and a half (1.5x.) If combined with a move with "Bone," "Gear," "Rock," or "Whip" in it (e.g. Bone Rush, Gear Grind, Rock Slide, Vine Whip), the Base Attack Power of Rock Smash doubles (2x), the attack always lowers defense, and the attack retains the combining moves contact property. Combinations with multi-hit moves only lower defense once. Sheer Force will remove the defense lowering effect and get the BAP boost.

Rock Throw: The Pokemon pounds the ground with great force and throws rocks at the opponent. When combined with another Physical Rock Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Rock Throw + Rock Slide is 5 + 8 * 1.5 = 17 BAP]. This attack requires an external source of rocks to use.rock t

Rock Tomb: The Pokemon drops rocks on the foe to trap them. The rocks attempt to pin the foe, reducing their Speed by one (1) stage as they try to escape. This attack requires an external source of rocks to use.

Rock Wrecker: The Pokemon generates a massive ball of energy that surrounds dense rocks and launches it at the opponent at intense speed. The attack requires so much energy that the Pokemon is sluggish afterward.

Rollout: The Pokemon rolls into a tight ball and repeatedly rams itself into the foe, adding three (3) more Base Attack Power and costing one (1) more energy each time. The initial Attack Power is raised to 8 if the Pokemon used Defense Curl earlier in the match. Rollout can be used up to 5 times before it resets to its original Base Attack Power. If Rollout misses, is disengaged, or is blocked, both its Base Attack Power and Energy Cost reset to the original level. Rollout does not incur the normal Consecutive Attacks penalty.

Roost: The Pokemon's wings grow heavy and are surrounded by a white energy. The Pokemon grounds itself and recovers 20 HP, and loses all weaknesses, resistances, and immunities associated with the Flying type or Levitate Trait for the remainder of that action. Using this move uses up one of the user's available recovery moves in a battle.

Sacred Sword: The Pokemon creates a sword made of its fighting spirit and slams into the foe with it. The mystical properties of the sword ignore all boosts to the opponent's Defense and evasion stats.

Safeguard: The Pokemon coats itself and its team in a green veil that makes it immune to any status effects. This effect lasts for four (4) rounds. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Sand Tomb: The Pokemon creates a small, whirling sandstorm that engulfs the opponent and sweeps them into it, trapping them. During Sand Tomb, both Pokemon may still issue attacks; however, the Sand Tomb user must maintain their focus or the Sand Tomb will collapse. The steady sinking and whirling of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as Sand Tomb is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed.

Sand-Attack: The Pokemon kicks sand or gravel into its target's face, obscuring its vision and lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used.

Sandstorm: The Pokemon kicks up large quantities of sand or gravel, creating a huge sandstorm that lasts for four (4) rounds. The flying gravel and rocks will damage Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) by two (2) damage per action. Special attacks targeted at Rock-types during Sandstorm are reduced by two (2) Base Attack Power. Sandstorm also activates Sand Rush, Sand Power, and Sand Veil.

Scary Face: The Pokemon makes an intimidating face at its opponent, scaring it slightly and make it hesitant to attack, lowering their speed by two (2) stages. This move locks its changed stat for the round if used on the last action of a round.

Scratch: The Pokemon rakes its claws or talons across its opponent's body. If combined with a "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" move, the Base Attack Power of the move is increased by one and a half (1.5x), rounded up. [e.g. Scratch + Night Slash = 4 + (7 * 1.5 [up]) = 15.]

Screech: The Pokemon screeches harshly at its opponent. The pitch of the screech is so high that it breaks down parts of the opponent's body, lowering their Defense by two (2) stages. This move will fail if the opponent cannot hear the screech. This move locks its changed stat for the round if used on the last action of a round.

Secret Power: The Pokemon draws power from the environment into a ball of energy and launches it at its opponent. Depending on what environment the move is used in a different side effect may occur. If the move is used indoors or a stadium, the move can paralyze. If the move is used in a forest or other grassy area, the scent of plants may put the opponent to sleep. If used in or around water, the corrosive salt may lower the opponent's attack by one (1) stage. If used in a marsh or bog, the sticky mud may stick to the opponent and lower its speed by one (1) stage. If used on a beach, cave, or mountain area, the heavy rocks may cause the opponent to flinch. If used in snow, the freezing ice and snow may freeze the target.

Seed Bomb: The Pokemon hurls several large seeds at their opponent like baseballs that explode on contact. Grass-type Pokemon can produce their own seeds with their bodies, but non-Grass types require an external source of seeds or other grassy material or else the attack will fail.

Seed Flare: The Pokemon releases a large shockwave of natural energy from its body. The calming nature of the energy may slow down the opponent's mind, lowering their Special Defense by two (2) stages until the end of the next round.

Seismic Toss: The Pokemon lifts its opponent over its head and brutally hurls it to the ground. This attack always causes fixed damage based on the weight class of the target Pokemon, regardless of stats, typing, STAB, or any other effects. If the toss is performed and the opposing Pokemon is flung into an object or to the ground from a considerable height, more damage can occur. Seismic Toss can be used against a target with a Weight Class up to three (3) values greater than the user.

Selfdestruct: The Pokemon focuses all of its energy in its care and releases it all at once, creating a huge explosion. This attack causes the user to faint. This move cannot be used unless the user has enough Energy to afford the resulting attack. This attack hits all adjacent Pokemon.

Shadow Ball: The Pokemon creates a ball out of shadows and hurls it at its opponent. The shadows may penetrate the opponent's mind and lower their Special Defense by one (1) stage until the end of the next round.

Shadow Claw: The Pokemon forms shadows around its hand into an extremely sharp claw and slashes at the opponent with it. The extreme sharpness of the claw makes the attack more likely to result in a critical hit.

Shadow Force: The Pokemon glows with a menacing aura and uses the power of shadows to vanish from the physical world, evading all attacks. When it returns he Pokemon reappears close to its opponent and rams into the opponent a massive shadowy aura. The frightening energy bypasses Protect and Detect.

Shadow Sneak: The Pokemon animates its shadow to stretch over to the opponent. It then enters the shadow and exits it right next to an opponent while attacking them. The suddenness of the strike causes this move to usually go before other attacks.

Sharpen: The Pokemon sharpen the angles of its body to simulate it, raising its Attack by one (1) stage. If used in a combination, the attack will always result in a critical hit. This move locks its changed stat for the round within which it was used.

Sheer Cold: The Pokemon surrounds its opponent with a frigid aura that slowly drops to absolute zero. The immense drop in temperature takes a long time to complete and can be disrupted if the Pokemon does not maintain complete focus. The move cannot be used in places with powerful local heat sources like a volcanic tunnel or a power plant's turbine room.

Shell Smash: The Pokemon breaks its shell in half, greatly increasing its mobility and offensive ability at the cost of its defenses. This enables it to move more freely, raising its Attack, Special Attack, and Speed by two (2) stages each, but the damage to the shell lowers the Pokemon's Defense and Special Defense by one (1) stage. The Pokemon's natural stages in those stats are adjusted by the same amount. The Pokemon will revert to normal if it switches out. The Pokemon cannot use Shell Smash if the effect is already active.

Shift Gear: The Pokemon alters its gear arrangement to make its operation more efficient, raising its Speed by two (2) stages and Attack by one (1) stage, and raising its natural Speed and Attack stages by the same amount. After six (6) actions, the gears revert to their previous positions and both the stat boosts and the natural stage adjustments are lost. Repeated uses of this move will refresh the action counter for the effect and further boost the Pokemon's Speed stage and natural Speed stage by one (1).

Sing: The Pokemon sings a calming lullaby to its opponent. The lullaby calms the opponent down to the point where they fall asleep. Even if the song does not put the target to sleep, the move will calm down a Pokemon that is using rage-based moves like Outrage, Thrash, or Uproar, stopping their onslaught and preventing the resulting confusion.

Sketch: The Pokemon copies down the last move the opponent used, learning the move permanently. Up to 3 moves Sketched in a match will be learned permanently (the trainer chooses at the end of a match), all other Sketched moves will be forgotten.

Skill Swap: The Pokemon fires up to three beams of essence that connect with the target(s). When the beam strikes the opponent, it transfers one of the user's ability to the target and absorbs the target's ability. When multiple targets are selected, abilities must go between the initiating Pokemon before they can be transferred to another Pokemon. If the Pokemon using Skill Swap has less than three (3) abilities in an All Abilities battle, it may instead steal abilities without an exchange until it has three (3). A Pokemon with three (3) abilities must make an ability exchange when using Skill Swap, even if the target(s) have less than three (3) abilities. When a Pokemon affected by Skill Swap is switched out, it reverts back to its normal abilities.

Skull Bash: The Pokemon toughens up it skull, increasing its Defense by one (1) stage, then headbutts the foe with its thickened skull. Because of the time to charge, this attack will move second against any normal Attacks or Commands.

Sky Attack: The Pokemon gathers its strength, charging its body with a massive amount of energy, then unleashes the energy with a quick thrust, sending it slamming into the foe for incredible damage. The sheer power of the attack may knock the opponent off balance, causing it to flinch.

Sky Drop: The Pokémon grabs the opponent in its talons, and drops them from a great height. While in midair, the opponent can only use moves that either target itself, the user of Sky Drop, or the field. This move can hit any single Pokemon on the field, regardless of position. Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind cannot miss against either Pokemon in the evasive stage of Sky Drop. If the user of Sky Drop is hit by Smack down while in the evasive stage, it crashes to the ground and takes (2 * Weight Class + 4) damage while the target lands unharmed. If Gravity is used, both Pokemon take this crash damage. Sky Drop fails when used on a Substitute and can be used on targets with a Weight Class up to two (2) higher than the user's.

Sleep Talk: The Pokemon mumbles one of 4 of its own selected attacks in its Sleep. Each has a 25% chance of manifesting. All attacks selected will have their regular properties, and any damaging attacks called will be used as direct attacks.

Sleep Talk will incur a consecutive energy cost penalty either if it is used consecutively (even if summoning different potential attacks) or if one of the attacks it summoned is used consecutively.

Sludge: The Pokemon fires a large mass of sludge at its opponent. The toxic sludge may poison the target. If combined with Sludge Bomb, Sludge Wave, or Gunk Shot, the Base Attack Power of the combining move is increased by one and a half, rounded up [e.g. Sludge + Gunk Shot = 7 + (12 * 1.5, rounded up) = 25.]

Smack Down: The Pokemon hurls an energized rock or other natural materials at its opponent. The energized field disrupts an opponent's flight or levitating capabilities and they come crashing to the ground for six (6) actions. They will be unable to fly or evade Ground-type attacks until the effect wears off. With some effort they can use electromagnetic or ballast capabilities to hover and move; however, they will be stuck low enough to the ground to be effected until Smack Down's effect wears off. Smack Down's effect does not apply to the opponent if it is behind a Substitute or if it is using Roost on the turn that Smack Down is used.

Smellingsalt: The Pokemon attacks its opponent while giving off a strong scent. If the opponent is paralyzed the scent will shock its nerves, which doubles the power of the attack but also snaps the opponent out of the paralysis.

Smog: The user releases a cloud of poisonous smog from its body. Smog has 2 distinct uses.1. Smog (Regular)
The toxic smog cloud floats towards one opponent and may poison them if it hits. If combined with Clear Smog, Poison Gas or Smokescreen, the power of the combination doubles [e.g. (4 + 5) * 2] and each opponent is always inflicted with Regular Poisoning (Toxic for Poison Gas). If combined with Will-O-Wisp, the combination ignores the accuracy check and inflicts both Toxic and Burn.2. Smog (Fog)
The smog is much more pervasive and, while it does no direct damage, it blankets both sides of the field inflicting Toxic status on any Pokemon exposed to it for the next three (3) actions. The Smog also changes the weather to Fog for the next three (3) actions. Unlike regular Fog, however, Weather Ball becomes Poison-type when Fog is induced by this move.

SmokeScreen: The Pokemon releases a cloud of dark smoke. SmokeScreen has 2 distinct uses.1. Smokescreen (Regular)
The dark smoke obscures the opponent's vision, lowering their accuracy by one (1) stage. This move locks its changed stat for the round within which it was used.2. Smokescreen (Fog)
The dark smoke spreads across the entire arena, changing the weather to Fog for the next six (6) actions.

Snarl: The Pokemon releases a piercing bark the emits dark waves. The waves scramble the opponent's concentration, lowering their Special Attack one (1) stage until the end of the next round. This move targets up to three (3) adjacent opponents in a multi-battle.

Snatch: The Pokemon distracts their opponent at a crucial moment, stealing the effect of any healing, stat boosting, or supportive move. The opponent still pays for the energy cost of the Snatched move, but does not receive the effect. If it would be impossible for the Snatcher to fulfill the requirements of the supportive move (ex. not having enough HP to make a Substitute), Snatch will fail and suffer only its base EC cost. Snatch cannot steal moves used in combinations. If Snatch steals a Chill or a move classed as a recovery move, the move goes against the Snatcher's Chill/recovery count.

Snore: The sleeping Pokemon snores loud enough to cause mild internal damage to the listening opponent. The harsh noise may cause the listener to flinch, losing an attack turn. Snore can be combined with Chatter, Echoed Voice, Hyper Voice, Metal Sound, Round, Screech, Snarl, Supersonic, and Uproar. When combined, the combination has 100% Accuracy and the BAP of Snore is doubled (x2). The Pokemon will remain asleep through the Cooldown of the combination, even if it would have bee awakened by damage.

Soak: The Pokemon grabs the opponent and plunges them into a pool of water along with a catalyst, submerging them for so long that they become a Water-type. The effect lasts for six (6) actions after the initial use.

Softboiled: The Pokemon heats its own egg, producing a broth that is absorbed it into its body, healing 20 HP. If the Pokemon does not have an egg of their own, they create an egg shaped ball of energy to absorb. Using this move uses up one of the user's available recovery moves in a battle.

SolarBeam: The Pokemon spends time absorbing sunlight, before firing a colossal beam of solar energy at their opponent. Because of the time required to charge the attack, without strong sunlight the attack will be used last during among actions with the same priority. If Sunny Day is active, the attack will occur at a normal priority level. If it is raining, hailing, sandstorming, foggy or if there is anything else obstructing direct sunlight, the base Attack Power of SolarBeam will be cut in half. If the Pokemon are inside a structure where no sun reaches at all, the attack cannot be used.

Sonicboom: The Pokemon slices the air before it, creating a shock wave projectile. The trainer can direct the Pokemon to create a slow but long-lingering wave, a fast but quickly dissipating one, or an in-between option. This attack always causes ten (10) HP Damage, regardless of stats, typing, STAB, or any other effects.

Spider Web: The Pokemon spins a web in its general vicinity that it can set up between environmental objects, including the ground. If its opponent is close, they risk getting caught in the web immediately. A Pokemon stuck in the web will be unable to use moves that make contact for six (6) actions, though they are free to attempt to cut the web with an attack. Opposing Bug-type Pokemon are stuck in the web for only three (3) actions, while spider-like Pokemon can navigate across the web freely. Multiple webs can be strewn together. Fire-type attacks will burn down the webbing. In switch battles, the sticky web prevents the opponent from switching out that Pokemon in between rounds for the duration of the entrapment.

Spikes: The Pokemon spreads spikes and barbs that absorb into the ground. Each time a new Pokemon is switched in, they receive damage from the Spikes. Up to 3 layers of Spikes may be placed on the field. Each additional layer adds to the damage dealt. Flying-type Pokemon and Pokemon with the Levitate trait dodge Spikes. Rapid Spin will remove all Spikes from the user's side of the field.

Spit Up: The Pokemon ejects its stored foodstuffs as raw bile-like energy. The damage from this attack is dependent on the number of times the Pokemon has Stockpiled. If the Pokemon has no Stockpile effect when it uses this move, the move fails. Once the Pokemon has used Spit Up, it loses its defense bonuses instantly and its Stockpile counter drops to 0.

Spite: The Pokemon places a spiteful curse on one of the attacks an opponent used within the last six (6) actions. The Energy Cost of that attack increases by four (4) for the next six (6) actions. Up to three of an opponents attacks may be affected by Spite at a time.

Splash: The Pokemon flops around strongly eliciting a perception of overconfidence (or stupidity) from the trainer. While odd-looking, Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.

Stealth Rock: The Pokemon thrusts rocks at the opponent that split apart and set themselves at the corners of the field. Each time a Pokemon switches in, the rocks will become active and smash the opponent from all sides before setting down in their corners again. Multiple layers of Stealth Rock cannot be laid. Rapid Spin will remove Stealth Rock from the user's side of the field.

Steamroller: The Pokemon steamrolls the opposing Pokemon by rolling into a ball and thrusting itself toward the opponent. The force can cause the attack to flinch the opponent. The attack does more damage against smaller foes. If the opponent has used Minimize, the Base Attack Power increases by two (2).

Steel Wing: The Pokemon tenses its wing muscles until they become as hard as steel, even the feathers become momentarily rigid. The Pokemon then attempts to ram the opponent with their steely hard wings. There is a chance some of its feathers may retain that toughness, increasing the Pokemon's defense by one (1) stage.

Stockpile: The Pokemon begins to store previously reserved food matter into vital parts of its body, increasing its Defense and Special Defense by one (1) stage. Each use raises the Pokemon's Stockpile count by one (1), and that counter goes down naturally by one (1) every other round as the Stockpile is cycled back into the Pokemon's body, or is removed completely when Swallow or Spit Up are used. Stockpile's effect can be stacked up to a maximum of three (3) times.

Stomp: The Pokemon stomps down hard with its foot or equivalent. If its opponent is much taller than the user can raise its leg, the Pokemon aims for a vulnerable area like toes or a tail. The force can cause the attack to flinch the opponent. The attack does more damage against smaller foes. If the opponent has used Minimize, the Base Attack Power increases by two (2).

Stored Power: The Pokemon focuses on its raised attributes while creating a large energy ball, which it then launches at the opponent. The more positive stage boosts the Pokemon has, the more powerful the attack is.

Storm Throw: The Pokémon tosses the opponent in a swift, violent throw. Unless the opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant, this move will always result in a critical it. Storm Throw can be used against a target with a Weight Class up to two (2) values greater than the user.

Strength: The Pokemon summons its strength to ram their foe with a powerful barge that can push away a foe of any weight. Can also be used to move around heavy objects on the field. If combined with a grappling or throw attack, weight restrictions will be ignored.

String Shot: The Pokemon spits a sticky silk at their opponent, tangling them up and lowering their speed by one (1) stage. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Struggle: The Pokemon struggles desperately in an attempt to do some damage to its foe, taking 40% of the damage done in recoil to itself in the process. Struggle can be ordered at any time; however, it tends to unnerve the Pokemon when used. Struggle is a typeless attack, hitting all opponents for neutral damage. Struggle can hit Ghosts. No Pokemon can gain STAB from Struggle.

Struggle Bug: The Pokemon emits a weak vibrational signal on a unique wavelength. The wave disrupts the mental focus of opponents, causing their Special Attack to drop one (1) stage. This move targets all opponents in a multi-battle.

Submission: The Pokemon recklessly barges into the opponent with a grappling, rolling tackle, forcing them into an awkward position and taking recoil equal to 25% of the damage done. Submission can target Pokemon with a Weight Class up to two (2) values greater than the user's Attack Rank. If the target is being Bodyblocked and this Pokemon could use Submission on the Bodyblocker, the Bodyblocker takes damage as if it were the original target, and the Bodyblocker's Weight Class is added to Submission's BAP against the intended target. The user of Submission only takes recoil damage based on damage dealt to Pokemon that aren't Bodyblocked.

Substitute: The Pokemon siphons 15, 20, or 25 HP of its life force and creates a Substitute. The Substitute can absorb damage and status attacks for the user. When Substitute is constructed, status effects and secondary effects cannot be inflicted. Taunt and Torment ignore this, however. Substitute will block all stat-lowering attacks and other new effects except for Attract, Curse, Destiny Bond, Encore, Grudge, Perish Song, Psych Up, Roar, Taunt and Whirlwind. While a Substitute is up, an opposing Pokemon will not take recoil damage from an attack with recoil, or take damage from Life Orb recoil.

Sucker Punch: The Pokemon feigns weakness, but then strikes with intense swiftness if the foe prepares to attack. This move fails if the opponents uses a non-damaging move or outspeeds the Pokemon with its own high-speed attacks.

Sunny Day: The Pokemon calls upon the sun to shine very brightly by sending a red beam into the sky that clears the sky of clouds and intensifies the sunlight. For four (4) rounds, bright sunlight is in effect. In Moonlight the red beam greatly amplifies the moonlight's intensity, creating the same effect. If a Pokemon uses a Fire-type attack in the sun it will pick up additional heat, increasing its Base Attack Power by three (3) Pokemon cannot be frozen during Sunny Day. If a Pokemon uses a Water-type attack in the sun much of it will evaporate, reducing its Base Attack Power by three (3). Sunny Day lasts for four (4) rounds and activates Solar Power, Chlorophyll, and Leaf Guard. This move will fail if the arena is indoors.

Surf: The Pokemon summons a huge wave and rides it, crashing it down on the opponent. When Surf strikes a Pokemon in the middle of a Dive, it's Base Attack Power is 15 instead of 10. A water source such as a lake or ocean is necessary. This attack hits all adjacent Pokemon.

Swagger: The Pokemon intimidatingly taunts the opponent, increasing their Attack by two (2) stages but confusing them as well. This move locks its changed stat for the round if used on the last action of a round.

Swallow: The Pokemon uses up the energy it stored with Stockpile to heal itself, recovering 10 HP (flat) per Stockpile, up to a maximum of 30 HP. If the Pokemon has no Stockpile effect when it uses this move, the move fails. Once the Pokemon has used Swallow, it loses its defense bonuses instantly and its Stockpile counter drops to 0. Using this move uses up one of the user's available recovery moves in a battle.

Sweet Scent: The Pokemon sends an attractive scent into the air, lowering the opponent's evasion one (1) stage. This move does nothing if the opponent can not smell it. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Swift: The Pokemon shoots out star-shaped rays that home in on the opponent. This move will never miss by means of accuracy or evasion, but can be blocked by solid objects. This move targets up to three (3) adjacent opponents in a multi-battle.

Swords Dance: The Pokemon performs a graceful, spinning dance of sorts, increasing their fighting prowess by boosting Attack two (2) stages. The spinning action can deflect some attacks, though some damage will still be taken. This move locks its changed stat for the round if used on the last action of a round.

Synchronoise: The Pokemon sends out a psychic pulse of a certain frequency, damaging all other Pokemon that share any types with the Pokemon. This move hits all Pokemon except the user. If combined with Round, Echoed Voice, or Hyper Voice, increases the final power of the combo by 1.5x, rounded. (e.g. 7 + 6 = 13 * 1.5 = 19.5 = 20). If combined with Screech or Supersonic, the power of the combination doubles (7 * 2 = 14) and has 100% Accuracy.

Synthesis: The Pokemon basks itself in the light, restoring 30 HP in strong sunlight, 20 HP in normal weather or a well lit indoors arena, or 10 HP in other weather or a poorly lit indoors arena. Using this move uses up one of the user's available recovery moves in a battle.

Tail Glow: The Pokemon's appendages glow a bright yellow and in a specific pattern to focus the user's mind. This boosts the user's Special Attack by three (3) stages. This move locks its changed stat for the round if used on the last action of a round.

Tail Whip: The Pokemon wags its tail cutely, causing the opponent to contemplate how cute it looks and lower its guard slightly, lowering its defense by one (1) stage. If Tail Whip is added to a combination, that combination will have 25% more Base Attack Power, but will only be able to affect one foe. This move targets up to three (3) adjacent opponents in a multi-battle. This move locks its changed stat for the round within which it was used.

Tailwind: The Pokemon summons a strong wind that favors them over the opponent, doubling (2x) its team's Speed for six (6) actions. This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon.

Taunt: The Pokemon taunts and sneers at the opponent, enraging the opponent and making them only capable of using damaging attacking moves (no commands, no chills) for the following six (6) actions. If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage. If the Pokemon is unable to witness the Taunt, like if it is asleep, the move fails; a Pokemon being ordered to look away does not make it fail.

Techno Blast: The Pokemon releases a damaging sound wave in a specific direction. The type of this sound wave depends on the type of cassette the user is holding. If the user is not holding a cassette, the type is Normal.

Teeter Dance: The Pokemon starts dancing a popular, captivating underground dance that includes spinning. The Pokemon spins so quickly that it leaves an afterimage, confusing any foe. This attack hits all adjacent Pokemon.

Telekinesis: The Pokemon releases a psychic wave of such strength that it keeps the target in place for a duration of six (6) actions. The target is lifted into the air, making it immune to Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type - Telekinesis also ensures all other moves, except for the high-powered OHKO moves, will hit the Pokemon affected by Telekinesis. Telekinesis must be maintained while attacking, if disrupted it will dissipate.

Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. Teleport has 2 distinct uses:1. Teleport (Evasive)
Teleport can be used as a +1 Priority evasive attack. Teleport will evade any slower single target attack (other than perfect accuracy attacks and No Guard attacks). If used evasively, the Pokemon does not gain any other benefits. This move fails if used successively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or the Dodge Command. If Evasive Teleport is combined with a suitable damaging move, the evasive properties granted by Evasive Teleport are nullified.2. Teleport (Switch)
[Switch = KO], Teleport can be used to briefly return to a Pokeball and reappear, resetting all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.
[Switch = OK], In a switch battle, the Teleport user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Teleport must attack first. A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out.

Thief: The Pokemon races towards the opponent and deals light damage, distracting the opponent while the user steals the opponent's item. Thief will not steal an item if the user is already holding one; however, it will deal damage.

Thrash: The Pokemon goes into a fury and repeatedly batters the opponent. This lasts for 3 actions but can be disrupted by an attack with a BAP more than 12. After the move ends or is disrupted, the user is confused from exhaustion. Using Thrash does not incur the consecutive move energy cost penalty. This move attacks an enemy Pokemon at random. If the target is being Bodyblocked and this Pokemon's Weight Class is more than (Bodyblocker's Weight Class + Target's Weight Class), Thrash hits both Pokemon at full BAP. When combined with any suitable move, the Pokemon is not forced to use Thrash after cooldown, and will be confused after executing the combo. The Pokemon must not be locked into a move to use this move in a combo.

Thunder: The Pokemon fires a massive beam of electricity towards the opponent's general direction. During the effect of the move Rain Dance or the ability Drizzle, Thunder has --% accuracy and thus cannot miss. During the effect of the move Sunny Day or the ability Drought, Thunder has 50% accuracy. Regardless of the current weather, Thunder has a chance to paralyze the opponent.

Thunder Fang: The Pokemon's fangs glow yellow and sparks fly off them. Then the user bites down on the opponent. Thunder Fang has a chance to paralyze the opponent. It also has a chance to flinch the opponent.

Thunder Wave: The Pokemon releases blue sparks that target the opponent's muscle nerves, making them have a chance not to respond to any commands, effectively paralyzing them. Pokemon with a Ground typing or the abilities Lightningrod, Limber, Motor Drive, or Volt Absorb are immune to Thunder Wave.

ThunderShock: The Pokemon glows yellow and releases a small lightning bolt at the opponent. When combined with another Special Electric Attack, the Base Attack Power of that attack is increased by one and a half (1.5x) [e.g Thundershock + Thunderbolt is 4 + 10 * 1.5 = 19 BAP].

Torment: The Pokemon imbues itself with dark energy and torments the foe for six (6) actions, preventing the opponent from using the same attack twice in a row. Furthermore, it prevents the opponent from using any move during any given round that it used in the round prior.

Toxic: The Pokemon lets out a dark purple gas at the opponent. The gas enters the opponent's body through the pores and poisons the opponent. Toxic Damage starts at 1 DPA, and increases by 1 DPA as the end of each round, with no cap in the amount of damage. Toxic damage resets if the Pokemon switches out.

Toxic Spikes: The Pokemon lays down a layer of spikes that inflict varying degrees of Poison status. One (1) layer of Toxic Spikes inflicts Poison, and two (2) layers of Toxic Spikes inflict bad poison. Pokemon with the Levitate trait or those that are Flying-, Steel-, and Poison-type are immune to the effects of Toxic Spikes. Pokemon that would be affected by Toxic Spikes, but are Poison-type, absorb Toxic Spikes, removing them from their side of the arena. Rapid Spin will remove all Toxic Spikes from the user's side of the field.

Transform: The Pokemon glows multi-colored before transforming into the opponent. Transform copies the opponents typing, moves, current stats apart from HP, and current stat stages. In Switch=KO, Circle Throw, Dragon Tail, Roar, and Whirlwind can shock a transforming Pokemon back to its original form. Transform can be used against Substitutes and under Taunt, and a transformation will always last for at least six (6) actions before it can be dissipated by the effects of an attack. A Transformation from Imposter does not have the six (6) action immunity.

Tri Attack: The Pokemon creates a triangle out of white energy. The user then shoots the triangle at the opponent. Each of the points of the triangle are imbued with the elemental energies of Fire, Electric, and Ice. This gives Tri Attack a total of a 20% chance to inflict burn, freeze or paralysis; with a 6.67% chance for each.

Trick Room: The Pokemon's eyes glow red and it creates a multicolored cubic room. The room then turns invisible, only briefly flashing when a Pokemon is sent out to show that it's still there. Inside the room, the Pokemon with the lower speed moves first. Trick Room also reverses the effect of Spe Natures, lowering the Dodge of +Spe Pokemon by the calculated accuracy value and increasing the Accuracy and Dodge of -Spe Pokemon by a flat 10 instead of lowering their Evasion and Dodge by a flat 10. However, the accuracy boost of +Spe Pokemon is retained. Trick Room lasts for four (4) rounds. If another Trick Room is used while Trick Room is in effect, the field reverts to normal.

Twister: The Pokemon creates a twister and sends it towards the opponent, damaging them. Twister's strong winds can scare the opponent, causing them to flinch. If Twister is used against a Pokemon in the first stage of Fly, Bounce or Sky Drop, Twister's Base Attack Power increases from 4 to 8. This move targets up to three (3) adjacent opponents in a multi-battle. If combined with Gust, Hail, Leaf Tornado, Rain Dance, Sandstorm, Sunny Day, or Whirlwind, the Base Attack Power of the entire combination doubles (combo 2x) [e.g. Twister + Gust = (4 + 4) * 2 = 16]. The Base Attack Power will double again if used against a foe in the middle of Bounce, Fly, or Sky Drop.

Uproar: The Pokemon uses great blasts of sound while enraged to damage the opponent, overpowering all other sound-based effects in the arena and preventing all Pokemon in the arena from sleeping until it dissipates. Uproar lasts for three (3) actions, and all Pokemon will wake up and become immune to sleep while Uproar is being used. Uproar does not suffer from the consecutive attacks penalty. This move attacks an enemy Pokemon at random. When combined with any suitable move, the Pokemon is not forced to use Uproar after the cooldown turn. The Pokemon must not be locked into a move in order to use this move in a combo.

U-turn: The Pokemon strikes the opponent before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, two different effects may take depending on the enforced Switch Clause:

Switch = KO: The attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.

Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded U-turn must attack first. A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.

V-Create: The Pokemon engulfs itself in flames and charges toward the opponent, inflicting massive damage. The Pokemon's Defense, Special Defense and Speed are lowered as a result of this ferocious attack.

ViceGrip: The Pokemon uses large pincers to grab and crush the opponent. ViceGrip can hold the opposing Pokemon in place for a short time. If combined with Crabhammer, the combination always scores a critical hit. If combined with Bite, "Fang" Moves, Crunch, Guillotine, or Sucker Punch, the target is unable to use contact attacks against the Pokemon from the time the attack hits through the cooldown phase. If combined with Bind, the damage per action of Bind doubles (x2).

Vine Whip: The Pokemon whips the opponent with long, slender vines. If combined with Wrap or Bind, the damage per action of the partial trapping move is doubled. If combined with Grass Knot, Power Whip, or Wring Out, the Base Attack Power of combined move is increased by one and a half (1.5x) [E.g. Vine Whip + Power Whip = 4 + (12 * 1.5) = 22). If combined with Tickle, the opponent's Attack and Defense will each drop two (2) Stages instead of one.

Vital Throw: The Pokemon waits for the opponent to attack before picking them up and throwing them away. If the user moves last, then this attack is guaranteed to hit. Vital Throw can be used against target with a Weight Class up to four (4) values greater than the user.

Volt Switch: The Pokemon strikes the opponent with electricity before dashing off in a different direction, outpacing even trapping abilities. If the attack hits, two different effects may take depending on the enforced Switch Clause:

Switch = KO: The attack resets all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment.

Switch = OK: The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Volt Switch must attack first. A Pokemon switched out with U-turn can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn, or Volt Switch can be swapped out.

Water Gun: The Pokemon sprays a jet of water at the foe, drenching them. The drenching effect lasts for three (3) actions after Water Gun is used. When drenched, the opponent's weakness to electric attacks is calculated at the next weakness level (e.g. 0.5x-1x, 1x-2x). Type immunity still applies, and Ground types cannot be paralyzed by Electric-type attacks, even when drenched. If combined with Hydro Pump, the Base Attack Power of Hydro Pump is increased by one and a half (1.5x) [e.g. Water Gun + Hydro Pump = 4 + (12 * 1.5) = 22] The drenched effect will still occur.

Water Pledge: A mystical power causes water to spread across the battlefield. When used with either Fire Pledge or Grass Pledge, the Base Attack Power doubles. When used the same action as Fire Pledge, Fire Pledge is ignored a Rainbow shimmers down on the user's side of the arena, increasing the effect chance of any attacks used by 30% for six (6) actions (does not stack with Serene Grace). When used the same action as Grass Pledge, Water Pledge is ignored and the arena underneath the opponent's side descends into a murky swamp, halving (0.5x) the speed of the opponents team for six (6) actions. All Pledge attacks target a single foe, but effect one side of the arena depending in their effect.

Water Pulse: The Pokemon fires a ring of water at the foe to inflict damage. Due to the force of the water, this attack has a chance to confuse the opponent. This move can hit any single Pokemon on the field, regardless of position.

Water Spout: The Pokemon lets loose a massive spout of water to attack the opponent. Its power depends on the amount of vitality left in the Pokemon. This move targets up to three (3) adjacent opponents in a multi-battle.

Weather Ball: The Pokemon gathers a ball of weather energy and fires it at the opponent. Its power doubles if Sunny, Rainy, Hail, Sandstorm or Fog conditions are in effect. It also changes type to match the weather.

Whirlpool: The Pokemon traps the opponent in a swirling tornado of water. During Whirlpool, both trainers may still issue attacks; however, the whirlpool user must still maintain their focus or the whirlpool will collapse. The violent rotation and force of whirlpool drains the opponent of 2 HP per action as long as Whirlpool is in effect. The holding effect can last up to four (4) actions before it needs to be refreshed.

Whirlwind: The Pokemon launches a wind of amazing and terrifying force, causing the opponent to lose all sense of its physical and mental state. In Switch = KO, the shock of the attack resets all of the opponent's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. In Switch = OK, the Pokemon is sent back to its trainer's Poke Ball at the end of the round. The opponent's Pokemon is switched out at random from their remaining Pokemon, however the trainer that commanded Whirlwind must attack first.

Wide Guard: The Pokemon dashes in front of its allies and releases a pulse that expands horizontally and vertically (but not forward) at amazing speed. The pulse blocks all moves that can hit multiple Pokemon, even in single battles. This move fails if used on successive actions or after Protect, Detect, Quick Guard, Evasive Agility, Evasive Teleport, or the Dodge command. This move targets all allied Pokemon in a multi-battle.

Wing Attack: The Pokemon charges its wings with energy and strikes the opponent. This move can hit any single Pokemon on the field, regardless of position. When combined with a different "Air", "Wing", or "Wind" move, the Base Attack Power of the combining move is increased by one and a half (1.5x), rounded up [e.g. Wing Attack + Air Slash = 6 + (7 * 1.5, rounded) = 17]

Wish: The Pokemon funnels its energy into a small white sphere that is released into the sky. At the end of the first action of the next round, a large, energized sphere plummets from the sky onto the Pokemon, restoring HP equal to a quarter of the total HP of the Pokemon that used Wish. If the Pokemon is KOed or switched, its replacement receives the boon. Using this move uses up one of the user's available recovery moves in a battle.

Withdraw: The Pokemon withdraws into its shell, which glows a bright crimson, increasing its defense by one (1) stage, and reducing final damage from all incoming non-contact physical attacks by two (2) until this Pokemon uses a move other than Chill, Harden, Iron Defense, Rapid Spin, Withdraw, or a combination involving two of the aforementioned moves. This move locks its changed stat for the round within which it was used. Withdraw cannot be used if this Pokemon is under the effects of Shell Smash.

Wonder Room: The Pokemon releases a purple wave that surrounds the entire arena. While in effect, the Defense Rank and Special Defense Rank of Pokemon on the field are switched. This effect lasts for four (4) rounds. If Wonder Room is used again, the effect is negated.

Worry Seed: The Pokemon generates and fires a small seed at the impact. Upon contact it explodes, releasing a nervous gas that overrides the opponents natural genetic structure. The opponent's abilities will be changed to Insomnia for the next six (6) actions.

Wrap: The Pokemon wraps themselves around the opponent with their arms, body, or other appendages and locks them into place. During Wrap, both Pokemon may still issue attacks; however, any attack using a part of the body implementing the bind will cause it to release. The steady squeezing of a Bind drains the opponents HP at the rate of 2 per action for as long as they are in the bind. The holding effect can last up to four (4) actions before it needs to be refreshed.

Wring Out: The Pokemon wraps themselves around the opponent and taps into the opponents vitality reserves, forcing them against the opponent. The higher the opponent's HP, the more damage Wring Out does.

Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. Once afflicted by Yawn, the target Pokemon will fall asleep at the end of the first action of the following round. Yawn is blocked if a Substitute is presently up, but will not be blocked by a Substitute used after it takes effect. This move will fail if the opponent cannot hear the user.

Zap Cannon: The Pokemon charges a large ball of concentrated electricity, and fires it at the foe. As the ball moves slowly it is easy to evade. If the attack hits, the extreme concentration of the electricity will paralyze the foe.

Bodyblock: The Pokemon leaps in front of an ally and becomes the target of all single-target attacks that are directed at that Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). This command will fail unless the size class of the blocking Pokemon is the same as or greater than that of the target, or if the Pokemon is smaller, but within 0.3m PokeDex size of the target (ex. Magmar and Electabuzz). If the Pokemon's PokeDex size is larger but the Size Class is smaller (most serpentine Pokemon) Bodyblock can still be used successfully. Because the Pokemon is intentionally blocking moves, all attacks used against the blocking Pokemon will never miss for the action it is blocking. Attacks directed at the target will instead use the blocking Pokemon's typing, defensive stats, and stage boosts for calculating the damage dealt. If a Bodyblocking Pokemon is targeted by a high impact attack, Bodyblock will be broken through if the sum of this Pokemon and the Bodyblocked Ally's Weight Class are less than the Weight Class of the attacker.

Dodge: The Pokemon uses its innate speed and evasiveness to dodge an opponent's attack, reducing an incoming attack's base accuracy (ie, before accuracy/evasion stage) by a flat percentage produced by the Dodge formula below. The Pokemon's Size Class determines its Base Dodge: 40, 20, 10, 5, 2.5, 1 and 0 for Size Classes 1 through 7 respectively. If a move's accuracy would be increased by the Dodge command, the Dodge command instead simply fails and the move has normal accuracy. Dodge can evade any attack except for attacks that do not have an accuracy check (this includes Thunder in Rain and Blizzard in Hail) or are influenced by Lagging Tail, Lock-On, No Guard, Mind Reader, or Telekinesis. This command fails if used consecutively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or Teleport (Evasive).

Shift: A Pokemon may use the Shift command on an adjacent allied Pokemon in any Triples+ match where positioning is on. Shift switches the position of the Pokemon using it and its target without interfering with the target's actions, while all other attacks aimed the the user or the target will still hit the intended target as normal if possible. Shift cannot fail due to Taunt, cannot be Disabled, cannot be Encored, and cannot be interacted with by any other move that would otherwise prevent it from taking place.

Take Cover: The Pokemon dives behind an ally which then becomes the target of all single-target attacks that are directed at the hiding Pokemon for the remainder of the action in which it is used, except those attacks that strike targets regardless of position or target in such a manner that make blocking them impractical (ex. Earth Power or Thunder). When used in a combo, the hiding Pokemon will hide behind the target for the initial action and the cooldown action. This command will fail unless the size class of the target is at least two (2) greater than that of the hiding Pokemon. Attacks directed at the hiding Pokemon will instead use the blocking Pokemon's typing, defensive stats, and stage boosts for calculating the damage dealt. If this Pokemon is targeted by a high impact attack while using Take Cover, it's ally's Bodyblock will be broken through if the sum of this Pokemon and the Bodyblocking ally's Weight Class are less than the Weight Class of the attacker.

Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack and natural Attack stage of all opponents by one (1). Intimidate can only be used the round after an opponent sends out a new Pokemon.

Magnet Pull: The Pokemon uses its powerful magnetic field to manipulate a Steel-type opponent. Magnet Pull can either be used to attract the opponent, making them unable to use contact attacks on any Pokemon except the user of Magnet Pull, or it can be used to repel them so they cannot use contact attacks on the user of Magnet Pull. If the Pokemon uses Magnet Pull (Attract) on an opponent it previously used Magnet Pull (Repel) on or vice versa, the new effect overrides the old one.

Appliance (Enter): The Pokemon enters its body into any appliance with a motor, taking it over as part of itself. The appliance goes wit the Pokemon when it returns to its Poke Ball, and when sent back out later in the same or different matches, the appliance will be with it. Certain appliances provide the Pokemon with specialty moves as a result of taking over that appliance, and all appliances change the Pokemon's secondary typing.

Appliance (Exit): The Pokemon exits any appliance with a motor that it is currently in. The Pokemon loses any special moves gifted to it by the appliance and its typing reverts to its original pre-appliance typing. The appliance becomes inert where it was left, and will no longer travel in the Poke Ball with the Pokemon when it is called back by its trainer, instead becoming a separate item.

Forme Shift (Normal, Attack, Defense, Speed): The Pokemon Shifts its DNA to another forme, inheriting that forme's stats but keeping all its current moves. At the end of the battle, the Pokemon will shift back to its Normal Forme. A different forme can be assumed each time the Pokemon is sent out.

Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

Trace has had a line added that says that it won't activate on being sent out unless the player specifies which ability to trace.

Sheer Force's effect has been updated in terms of what moves get the boost. The moves eligible have been changed from moves with a < 100% chance of a secondary effect occurring to moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target.

Harvest's effect now models the in-game effect where berries are only regenerated 50% of the time out of Sun.

Arena Trap now has its in-game effect.

Huge Power & Pure Power now only increase the BRT of the Pokémon that have the ability only when said Pokémon has the ability active.

ASB Ability Guide

Format:

Ability Name: Name of the Ability

Ability Type:

Trait: This ability is always in effect as a natural part of the Pokemon, even in matches where no ability is specified or in matches where one ability other than this ability is specified.

Passive: This ability is always in effect except in matches where no ability is specified or in matches where one ability other than this ability is specified. The ability's effect may always be active or it may be active only under certain circumstances.

Trigger: This ability has an effect that is activated by spending an action and a certain amount of energy. Sometimes the effect will also be activated automatically when the Pokemon is sent out; this may or may not cost energy. Abilities in this category may have additional ongoing effects like those of Passive abilities.

Toggle: This ability has two effects that the Pokemon can choose between, one of which is given as the default and one of which may be no effect whatsoever. The effects of these abilities are like those of Passive abilities. The Pokemon may toggle between the two effects when sent out or at the start of any round in which its trainer is ordering first. Toggling between effects does not take up an action or cost any energy.

Description: Description of Ability's effect

Pokemon with this Ability: The Pokemon with this ability.

Audit this list for consistency among ability effects:

Abilities like Guts or Flare Boost that boost Attack/Special Attack outside of stages use language like "two (2) more Base Attack Power."

Abilities that increase stats outside of stages like Swift Swim and Quick Feet use language like "doubles (2x) or increases by 50% (1.5x)"

Abilities that increase or decrease stages use language like "When hit by a Grass-type attack, the Pokemon's Attack and natural Attack stage are increased by one (1)."

When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.

Pokemon with Cloud Nine will not suffer any negative effects of weather, but will benefit from all positive effects. Sunny Day and Rain Dance do not increase the damage of attacks against them, or decrease the damage of their attacks. They suffer no damage in Hail and Sandstorm. Their SolarBeam will retain its BAP in Hail, Rain Dance, and Sandstorm, while the charge is still removed under Sunny Day. SolarBeam always charges against them, Blizzard, Thunder and Hurricane will always check with their 70% accuracy (or 50% if a weather effect reduces it.)

A Pokemon with this ability can change its type to that of any attack that has damaged it within the past three (3) actions. It can remain as that type for the duration of the battle, or use Color Change again to change type. When this Pokemon uses Camouflage to change its type, its entire body changes color, giving it a one (1) stage boost in evasion. This effect lasts for six (6) actions. Subsequent uses of Camouflage refresh this effect.

Command: Ability: Color Change

Pokemon with this ability: Kecleon

Compoundeyes:

Type: Passive

This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.

No default effect. When toggled, this Pokemon's unique structure reverses stat changes it receives in battle, from both its own attacks and those of other Pokemon. At the end of the round, stat changes will still decay as normal.

When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled for six (6) actions. Only one of the opponent's attacks can be disabled at a time due to Cursed Body. A Pokemon with an attack disabled by Cursed Body cannot have another one disabled by Disable, and vice versa.

The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.

Pokemon with this ability: Archen, Archeops.

Defiant:

Type: Passive

The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. If the opponent's Defense rank is less than the opponent's Special Defense rank, the Pokemon's Attack and natural Attack stage increase by one (1). Otherwise, its Special Attack and natural Special Attack stage increase by one (1). When there is more than one opponent, add the Defense ranks together and the Special Defense ranks together.

Pokemon with this ability: Porygon, Porygon2, Porygon-Z, Genesect.

Drizzle:

Type: Trigger

When this Pokemon is sent out, it summons a massive rainstorm into the field that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Drizzle)

Pokemon with this ability: Politoed, Kyogre.

Drought:

Type: Trigger

When this Pokemon is sent out, it summons blistering sunlight that scorches the field and does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Drought)

Pokemon with this ability: Vulpix, Ninetales, Groudon

Dry Skin:

Type: Passive

This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.

By default, this Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When toggled, the Pokemon is more adept at using Powder attacks, resulting in their accuracy being increased by 10%.

This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Pokemon with this ability: Drifloon, Drifblim, Colosshale.

Flash Fire:

Type: Passive

This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.

This Pokemon's flower opens up in intense sunlight, it releases a glow that is infused into its allies, increasing the Base Attack Power of their physical attacks by two (2) and reducing the Base Attack Power of opponent's special attacks by two (2).

Pokemon with this ability: Cherrim

Forecast:

Type: Passive

Changes Weather Ball's type based on weather, and Changes Castform's form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.

Pokemon with this ability: Castform.

Forewarn:

Type: Passive

This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

At the end of each round, this Pokemon can recycle or restore a berry that has been used or partially used. If the weather is Sunny Day, the Berry will be fully restored / recycled 100% of the time. If the weather is not Sunny Day, the Berry will be fully restored / recycled 50% of the time. This check occurs immediately after the final action of a round, before any arena effects that might change the weather take effect. If the Berry can be activated again, it will do so on the first action of the next round. If a berry cannot be recycled, Harvest cannot not regrow it. The Berry is consumed at the end of the battle.

Pokemon with this ability: Exeggcute, Exeggutor, Tropius.

Healer:

Type: Passive

This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed.

This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

Pokemon with this ability: Teddiursa, Combee

Huge Power:

Type: Passive

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Pokemon with this ability: Marill, Azumarill, Azurill.

Hustle:

Type: Toggle

No default effect. When toggled, this Pokemon puts immense force and speed into its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

No default effect. When toggled, this Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Pokemon with this ability: Zorua, Zoroark, Cupra, Argalis, Aurumoth

Immunity:

Type: Passive

This Pokemon's body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Pokemon with this ability: Snorlax, Gligar, Zangoose.

Imposter:

Type: Passive

This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle, at the cost of 10 EN. Transformations from Imposter last a minimum of three (3) actions before they can be dispelled by a phazing move in Switch=KO battles.

Pokemon with this ability: Ditto.

Infiltrator:

Type: Passive

Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its Accuracy and natural Accuracy stage are raised by one (1) when it is sent out.

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack and natural Attack stage by one (1). If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's Attack and natural Attack stage will increase by one (1). Self-targeted attacks do not increase the natural Attack stage.

This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent's evasion and the Pokemon's own accuracy.

The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks is increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. When toggled, there is no effect.

This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

These Pokemon naturally attract electricity from single-target moves directed at allies towards themselves. When struck by an Electric attack, they transfer the energy into their body, using it to increase their Special Attack and natural Special Attack stage by one (1). Self-targeted attacks do not increase the natural Special Attack stage. If a Pokemon has a type immunity to Electric attacks, Lightningrod will attract the attack but will not raise Special Attack or the natural Special Attack stage.

This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Pokemon with this ability: Natu, Xatu, Espeon.

Magic Guard:

Type: Passive

This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).

Pokemon with this ability: Slugma, Magcargo, Camerupt.

Magnet Pull:

Type: Trigger

This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

This Pokemon's coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Pokemon with this ability: Dratini, Dragonair, Milotic.

Minus:

Type: Passive

This Pokemon possesses a negative electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Plus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its Speed and natural Speed stage by one (1). Self-targeted attacks do not increase the natural Speed stage.

This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.

Pokemon with this ability: Syclar, Syclant.

Moxie:

Type: Passive

This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its Attack and natural Attack stage by one (1).

This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon by attacks with BAP during the round will be halved.

Pokemon with this ability: Dragonite, Lugia

Multitype:

Type: Passive

This Pokemon's type changes based on its held plate. It increases HP by 10 and each Rank by one (1).

Pokemon with this ability: Arceus

Mummy:

Type: Passive

This Pokemon's skin has a lasting curse on it. When struck by an opponent's contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

This Pokemon's body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. The Pokemon's Normal-type attacks will have four (4) more Base Attack Power. Its other attacks will change their typing to Normal, retain status-inducing and other properties, and not receive the Base Attack Power boost from this ability. When toggled, there is no effect.

This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, its Accuracy and natural Accuracy stage increase by one (1) when it is sent out.

This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Pokemon with this ability: Breezi, Fidgit.

Pickpocket:

Type: Trigger

This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is thrown away with a move like Fling, or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occurring hold items in arenas.

This Pokemon possesses a positive electrical charge. When a partner Pokemon with Plus or Minus is on the field or if this Pokemon has Minus, this Pokemon's special attacks have their Base Attack Power increased by two (2). If this Pokemon has both Plus and Minus, the boosts stack to a maximum Base Attack Power increase of four (4).

Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Pokemon with this ability: Shroomish, Breloom, Gliscor.

Poison Point:

Type: Toggle

By default, this Pokemon's spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

By default, this Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When toggled, this Pokemon's natural toxins are more potent. As a result, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison instead (with the same chance of effect).

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed and natural Speed stage by one (1) when struck by attacks of those types. Self-targeted attacks do not increase the natural Speed stage.

The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Command: Ability: Rebound (Hazard).

Pokemon with this ability: Colosshale, Colossoil.

Reckless:

Type: Passive

This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.

When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Sand Stream)

The flying gravel and rocks of Sandstorm will do two (2) damage per action to Pokemon that do not have hard bodies (Rock-, Ground-, and Steel-types) or the Sand Veil, Sand Force, or Sand Rush abilities.

Pokemon with this ability: Tyranitar, Hippopotas, Hippowdon.

Sand Veil:

Type: Passive

This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage boost to its Attack and natural Attack stage. Self-targeted attacks do not increase the natural Attack stage.

Upon entry into battle, this Pokemon's Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by four (4) stages, Bulk Up boosts Attack and Defense by two (2) stages each). Stat boosts and drops still maximize at six (6) stages.

Pokemon with this ability: Numel, Bidoof, Bibarel, Woobat, Swoobat.

Skill Link:

Type: Passive

This Pokemon's skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

This Pokemon summons a massive hailstorm upon its entry into battle that does not end, expending 10 EN to do so. It can re-summon the effect mid-battle for 9 EN with a command.

Command: (Ability: Snow Warning)

Hail causes two (2) damage per action to all non-Ice typed Pokemon. Hail activates the abilities Snow Cloak and Ice Body, as well as increasing Blizzard's accuracy to 100% and letting it have an additional 30% chance to bypass Protect.

Pokemon with this ability: Snover, Abomasnow.

Solar Power:

Type: Passive

When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This prevents the Pokemon's Speed stage from decaying under any circumstances. Stats other than Speed will still decay as normal.

This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after this Pokemon, the opponent's attack will fail. Against another Pokemon with Stall, the trainer who issues attacks first has precedence and the opponent's attack will fail.

Pokemon with this ability: Sableye

Steadfast:

Type: Passive

If this Pokemon is flinched, it becomes aware of the speed difference and increases its Speed and natural Speed stage by one (1) to make up the difference.

This Pokemon lures all single-target water attacks directed at allies to itself. It absorbs the water and increases its Special Attack and natural Special Attack stage by one (1). Self-targeted attacks do not increase the natural Special Attack stage.

This Pokemon's body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.

Pokemon with this ability: Octillery, Lileep, Cradily.

Super Luck:

Type: Passive

This Pokemon's natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.

When confused, this Pokemon moves around in a haphazard manner, increasing its Evasion and natural Evasion stage by one (1). This boost is removed once the Pokemon snaps out of confusion. The Pokemon will never damage itself in confusion. If the Pokemon also has Own Tempo, the duration of confusion doubles.

This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.

This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

The Pokemon crackles with intense electricity. Its immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

Pokemon with this ability: Zekrom.

Thick Fat:

Type: Passive

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resistance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).

This Pokemon's body can use toxins as a catalyst to increase its strength. When poisoned, all of its physical attacks have two (2) more Base Attack Power.

Pokemon with this ability: Zangoose.

Trace:

Type: Trigger

When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.

This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.

Pokemon with this ability: Slakoth, Slaking, Durant.

Turboblaze:

Type: Passive

The Pokemon's flames swirl around it with an intense heat. It's immense power permeates every attack, negating the effect of abilities to reduce or prevent this Pokemon's damage or attack effects.

This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its Speed doubles (x2) until it receives another item. This ability only activates on the first use of a consumable item - subsequent uses of the same item do not activate Unburden, even if the Pokemon switches out between uses.

This Pokemon has an unnatural perception which it shares with its allies in a multiple battle. The accuracy of this Pokemon and allies is increased by 10 (flat).

Pokemon with this ability: Victini.

Vital Spirit:

Type: Passive

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its Evasion and natural Evasion stage are raised by one (1) when it is sent out.

This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.

This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off whenever an opponent uses a contact attack, reducing the Pokemon's Defense and natural Defense stage by one (1), and increasing its Speed and natural Speed stage by one (1). This occurs on each hit of a multi-hit contact move.

Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Pokemon with this ability: Torkoal, Heatmor.

Wonder Guard:

Type: Passive

Pokemon with this ability suffer no damage from attacks that are not super effective. This ability cannot be removed or copied by any means.

Pokemon with this ability: Shedinja.

Wonder Skin:

Type: Passive

The Pokemon's skin has an agent that heavily resists attempts to change its composition. It changes the accuracy of all non-damaging attacks to 50% before applying any other modifiers.

Audit this list for Grammar/Prose, and if I missed any attacks generally shared by ALL members of a type (or a sufficiently high percentage like 90%), make a note of it on the type.

Type Bonuses:

Typing is very important in Pokemon. A Pokemon's type is determinant largely on their genetic structure and the environment around them. Different types have adapted to different environments in a multitude of ways. Here are the bonuses based on those innate abilities:

STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks have 3 more Base Attack Power regardless of the initial attack strength. Certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

Uncontrollable Attacks: Pokemon that get STAB on Petal Dance, Outrage, and/or Thrash will not have these moves disrupted when hit by moves with greater than 12 Base Attack Power. Some types may grant a Pokemon the ability to use more of these moves without losing focus.

Skin notes: The term skin is used often in these descriptions. Please note that these descriptions are generally reserved for Pokemon purely of that type. Pokemon with dual types can have their skin features modified greatly, or the Pokemon's skin may even by unique to the species such as Parasect and Toxicroak. Nonetheless even Pokemon of dual types will retain the primary defensive qualities of both of their skins' type. Rock/Steel skin for example is made of an alloy that prevents toxins from seeping in but does not scatter flames as much, thus retaining the immunity to poison status and the buffering ability in Sandstorm while being neutral to flame attacks rather than resisting them.

In addition to STAB, some types have developed other traits to help them cope with life in the wild.

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Bug:

Bugs are a hardy, crafty sort of Pokemon who have adapted strategies from the plants they feed on and the birds that prey on them. Bugs often live in cramped, concealed places and so have excellent mobility in grasses and brush. They also attack fast and furiously, often in swarms, preferring to dispatch opponents with a thousand small attacks rather than one large one.

Summary: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

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Dark:

Dark types are often portrayed as inherently malevolent, but this is not the case. What Dark-types do posses is a fierce mental presence that makes them immune to the effects of psychic suggestion and control. This presence also disables psychic waves surrounding an incoming object, stopping it dead in its tracks as it falls harmlessly to the ground. Dark-types are nocturnal for the most part, and thus battle very effectively in caves, at night, or in otherwise darkened conditions. While any total darkness will do, Dark-types are also the best at navigating confusing half-light situations such as twilight or dawn battles, where shadows can confuse or disorient other Pokemon. This perception does not necessarily extend to structural problems deep in caves, as while Dark-types can discern anything in their immediate vicinity, they aren't naturally in-tune with the echoes of earth vibrations. Dark-types are very vengeful by nature and happily use retaliatory attacks. In addition, Dark-types are more endeared to trickery and deviousness, and can use attacks like Nasty Plot and Taunt even if infatuated.

Summary: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Rare and powerful, Dragon-types have sturdy scales, excellent elemental resistance and affinity, and legendary vitality. Abilities vary based on the Dragon, with the Dragonite line capable of breathing underwater while the Kingdra line can breath on land. Dragons do not particularly like Ice; however, all of them are warm-blooded. Dragon attacks are very powerful, and only Steel-type skin can truly reduce the might of their mystically backed attacks.

Summary: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

These little power plants are uncommon in most parts, but gather around strong sources of electromagnetic activity. Generally speaking these spark-plugs are less likely to get paralyzed from electricity, whether they can absorb it or not. Other methods of paralyzation, such as the bio-warfare Grass-types engage in and the ki techniques or brute force of Fighting- and Normal-types respectively are still effective, however. During Rain, Thunder has a 30% chance of breaking through Protect through sheer power and has perfect accuracy, able to be boosted with a launch from any portion of the sky.

These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.

One of the basic elemental types of Pokemon, Fire-types are noteworthy for being much more energy-oriented than most of their fellow Pokemon. While other Pokemon are mostly physical mass, Fire-types are an energy powerhouse not unlike their Electric brethren, but the constant erratic nature of fire is much harder to contain. As a result, Fire-types heat the air surrounding their bodies to about 90 degrees Fahrenheit when at rest. Their flames are often just irradiated energy taking that form and are above your average room temperature, but by no means lethal or even particularly dangerous. Fire-types emit a low glow in dark places with or without an open flame, which does light the area around them somewhat but also gives away their position. At high levels, Fire types can also utilize energy from the sun to maintain and augment their energy, utilizing the sun's natural radiation.

In battle, their irradiated energy changes quickly; however, and Fire-types can emit heat from their attacks that easily burns skin, melts rock, or otherwise does intense external damage to the various matter/energy constructs of Pokemon skin. Fire types themselves are immune to burning, and highly resistant to freezing (though it is not impossible if a limb without an open flame is targeted). Strong fire attacks can easily overpower weaker water attacks, despite the type disadvantage. Most Fire types can swim, however if they have open flames active (rather than irradiating) they will take small amounts of damage. Fire attacks cannot be used effectively underwater or in space (why would you battle in space dummy!), as they require oxygen for combustion. During Rain, any active open flames will emit steam, while irradiated energy will give off no signal of being effected. The Fire-type is not damaged by rain, although obviously their Fire attacks will be greatly reduced in effectiveness.

Summary: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Flying Pokemon are gifted with extraordinary senses of vibration and often a set of wings that enable them to fly, giving them a massive tactical advantage over grounded Pokemon. Even Flying-types without wings have a keen sense of ground vibrations, and can always evade Ground attacks whether they shake the earth or not. Flying-types can take wing in almost any weather condition, and to that end they can also create massive wind gusts without a large deal of recoil.

Summary: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

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Ghost:

Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion; however, these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost-types are particularly adept at a few other tricks, including the ghostly flames of Will-O-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trickery.

Unfortunately, due to their build, Ghost-types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls; however, they can briefly become intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal- and Fighting-types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Grass(Move your mouse to reveal the content)Grass (open)Grass (close)

Grass:

Pokemon Plant-life, Grass-types make up the biochemical wing of Pokemon attacks. They blend in well in areas with lots of vegetation, suffer minimal ill effects from normal temperature ranges, and are otherwise a very bio-diverse assortment of Pokemon. Grass-types learn an eclectic array of moves for offensive and defensive purposes. Their natural energy process is aided by sunlight, allowing them to quickly summon Sunny Day. Their leaves and thorns provide ample implements for Swords Dance while their ability to live off solely sunlight, rainwater, and soil lets them use Growth for reduced energy as well. They draw energy from the moon and sun equally well, so in addition to Synthesis they also effectively utilize Moonlight and Morning Sun based on their activity cycles. They can also produce soothing scents and in general draw power from the nature around them. Pitted against each other, the only Grass-type attack each member of the type has built up a perfect defense to is Leech Seed. All the other various powders and seeds are either handled through a secondary type or an ability, if at all.

Summary: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Most Ground-type Pokemon have a strong attachment to deserts, caves, and other dry areas where they make their burrows. What few exceptions there are crave muddy wallows to call home. While Digging to evade an opponent, Ground-type Pokemon only suffer a 2 energy per action drain compared to the 3 energy per action drain experienced by opponents less in tune with the earth. Ground-types are used to navigating underground in dark places, and thus have better vision in tunnels and underground caverns. This is unique from Dark-types, who can use total darkness or confusing half-light in any context, but are not particularly in tune with earth movements. Ground types require their surroundings to be largely tunnels and other earthen formations to be effective at utilizing their underground "night vision." While most Pokemon with wings or Levitate can avoid Ground's strongest physical attacks, Earthquake and Magnitude, Bone Club/Merang/Rush, Dig, Earth Power, Mud Bomb/Shot/Slap can still hit them effectively. True Flying types are the only Pokemon that seem to be able to intuit damaging Ground attacks perfectly and have the agility to dodge them. Ground-types have thick, watertight skin that acts as a grounding agent against electric attacks, which never penetrate and instead just follow along the outside harmlessly into the ground. Although the skin is watertight, it must be kept dry because it cannot completely keep water out forever, and has a spongy quality when drenched. Rain alone will not agitate the skin enough to bring on this effect, although it does make Ground types uncomfortable. Ground types also have an excellent sense of the rock formations around them, and can easily use several Rock moves to augment their offense.

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

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Ice:

There are two varieties of Ice-type Pokemon. The first are more naturally occurring fauna or flora that have adapted to wintry conditions and the latter are Pokemon whose genetic structure chills the air around them to about 20 degrees Fahrenheit (Glalie/Froslass line, Regice, Vanilluxe line, Beartic line, and Cryogonal). Ice-types of all kinds can break down any ice around their bodies and synthesize it into their skin, making them effectively immune to freezing. Hail has no effect on either their vision or their bodies, as they either synthesize it like all other ice or their bodies can even use it to regenerate. Additionally, Hail makes their Blizzards perfectly accurate and capable of bursting through Protect because of the enhanced debris cracking the field.

Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Normal-types are the vanilla of Pokemon, but don't be fooled by their lack of super effective STAB attacks. Normal STAB brings with it a broad array of boosting moves and powerful, accurate attacks as well as unparalleled attack diversity. Normal-types are ubiquitous because they are survivalists and generalists. Normal-types share a feud with Ghost-types, having complete immunity to their supernatural damaging attacks while being unable to harm them with their fists, teeth, or claws without energizing them first. Nonetheless, if the attack is basic enough, Normal-types can pick it up with ease.

Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Poison shares a lot in common with Normal, at least as far as being generalist and having poor super effective coverage. Its greatest advantage though is its complete immunity to toxins. Poison-types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon. Poison-types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.

Summary: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

What Fighting is to physical prowess, Psychic is to mental. Psychic-types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal-type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic-types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.

Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Rock(Move your mouse to reveal the content)Rock (open)Rock (close)

Rock:

Rock-types have craggy, sturdy exteriors that grant them the ability to withstand and experience various changes within the natural environment. While they have some electromagnetic pull, it is not very powerful and, as a result, can't be targeted by attacks or abilities that interfere with those fields. In Sandstorm, the natural sandy material reinforces the gaps in Rock-type skin and roughs away any gaps or gashes, granted them extra protection against special attacks. Rock-types can see and navigate perfectly well in sandy conditions. Rock-types are also generally in tune with the ground vibrations around them, and although sudden movements of the earth can crack their skin open, they are nonetheless capable of sensing and using them effectively against opponents.

Summary: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

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Steel:

Steel-types are similar to Rock-types in that their skin is durable; however, they have several key differences. Unlike Rocks, whose porous skin at once scatters fire moves and allows toxins to seep through, Steel skin is completely solid. Steel types still sense the environment around them; however, they are not quite as adept at it as their Rock- or Ground-type counterparts. Steel-type skin isn't permeable by most toxins; however, Acid and Acid Bomb can corrode it quickly leaving an opening (Body Purge and Iron Defense can remove this corrosion). Steel is also completely immune to roughing from Sandstorm, though Hail gives it dents and divots. Steel-types are easily magnetized and can be attracted or repulsed by the Magnet Pull ability.

Summary: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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Water:

Water is the Normal of the Sea. It's also the Flying of the Sea. Water-types are certainly diverse, but unlike Normal types they aren't all really multi-faceted or multi-talented. Each has their own niche. They are like flying types in that they have complete mobility in water and are capable of breathing in it, while almost all other Pokemon must eventually go up for air. Most Water-types can breathe air as well as water; however, their mobility on land is more suspect, especially among Water-types whose only means of propulsion are fins. Splash only goes so far. Since Ice is merely frozen water, most Water-types can use Ice moves quite effectively.

Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Audit this list to ensure uniformity in similar effects as well as Grammar/Prose.

Item List (1):

The Item List contains all the items in CAP ASB. As each item will have an image when completed, the list is split out based on size needs.

Berries

Berries have effects similar to their in-game counterparts with a few balance tweaks. To purchase berries, a trainer uses Trainer Points (I'm going to update from Capture Points to enable this) equal to that Berry's value. Berries may be used with Natural Gift up to eight (8) times in a match before the berry is entirely consumed. The CC Cost for the Berries is the cost to purchase five (5) berries. Berries can only be bought in multiples of five (5).

Everstone: Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the Pokemon's initial Base Rank Total is 17 or less, it increases by two (2) Ranks. If the highest true base stat is tied, each Rank is raised. Increases the Pokemon's STAB Base Attack Power by two (2). If the Pokemon has two types, each STAB is increased by one (1). If the Pokemon's STAB changes, this bonus will change to correspond with it. If the Pokemon uses Transform, it alters the boost on Everstone to the target species' highest true base stat and adds one (1) Rank to it, regardless of the target's BRT.

Cost: 15 | Affected Pokemon: All Pokemon incapable of evolving that have not evolved from a previous Pokemon.

Rare Candy: Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the Pokemon's initial Base Rank Total is 17 or less, it increases by two (2) Ranks. If the highest true base stat is tied, each Rank is raised. Increases the Pokemon's STAB Base Attack Power by two (2). If the Pokemon has two types, each STAB is increased by one (1) Base Attack Power instead. If the Pokemon's STAB changes, this bonus will change to correspond with it. If the Pokemon uses Transform, it alters the boost on Rare Candy to the target species' highest true base stat and adds one (1) Rank to it, regardless of the target's BRT.

Cost: 15 | Affected Pokemon: All Pokemon that evolve from a previous stage or to a next stage via Level-up.

DeepSeaScale: Doubles (x2) Special Defense rank.

Cost: 6 | Affected Pokemon: Clamperl, Gorebyss

DeepSeaTooth: Doubles (x2) Special Attack rank.

Cost: 6 | Affected Pokemon: Clamperl, Huntail

Dragon Scale: Increases the Pokemon's Attack and Special Attack by one (1) rank each. Increases the critical hit damage boost to seven (7) damage with Sniper.

Cost: 8 | Affected Pokemon: Seadra, Kingdra

Dubious Disc: Doubles (x2) the stage-boost of the Download ability.

Cost: 6 | Affected Pokemon: Porygon2, Porygon-Z

Electirizer: This Pokemon is immune to Electric-type attacks after the effects of abilities. Increases the Pokemon's Attack and Special Attack by one (1) rank each.

Cost: 8 | Affected Pokemon: Electabuzz, Electivire

Light Ball: Doubles (x2) Attack and Special Attack ranks.

Cost: 8 | Affected Pokemon: Pikachu

Link Cable: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised.

Full Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.

Cost: 8 | Affected Pokemon: Munchlax, Snorlax

Lax Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Increases the Pokemon's Base Evasion by five (5).

Cost: 8 | Affected Pokemon: Wynaut, Wobbuffet

Luck Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Can be used in Training battles.

Cost: 8 | Affected Pokemon: Happiny, Chansey, Blissey

Odd Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Psychic-type attacks by one (1).

Cost: 8 | Affected Pokemon: Mime Jr., Mr. Mime

Pure Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.

Cost: 8 | Affected Pokemon: Chingling, Chimecho

Rock Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Rock-type attacks by one (1).

Cost: 8 | Affected Pokemon: Bonsly, Sudowoodo

Rose Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Grass-type attacks by one (1).

Cost: 8 | Affected Pokemon: Budew, Roselia, Roserade

Sea Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1).

Cost: 8 | Affected Pokemon: Azurill, Marill, Azumarill

Wave Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1).

Black Sludge: Heals Poison-type Pokemon and Pokemon with Poison Heal, Poison Point, or Poison Touch one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Liquid Ooze or Toxic Boost have two (2) HP restored per action instead. All other Pokemon are dealt two (2) damage at the end of each of each action.

Choice Band: Increases the Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.

Choice Scarf: Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.

Choice Specs: Increases the Special Attack of the Pokemon by half of its current rank, rounded up. The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round while incurring half the normal repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.

Cleanse Tag: Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.

Destiny Knot: Whenever the Pokemon inflicts attraction successfully upon an opponent, the effect lasts for the duration of the battle until either Pokemon is KOed or switches out.

Eviolite: Increases the Defense and Special Defense of the Pokemon by half of its current ranks if the Pokemon is not fully evolved, rounded up.

Expert Belt: Increases the Base Attack Power of all attacks that strike super effectively by two (2).

Float Stone: The Pokemon's weight is cut in half, and all attacks used by the Pokemon with six (6) or less Base Power after ability adjustments have +1 priority. Priority is applied to the summed Base Power of a multi-hit move.

Focus Band: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while below 50% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.

Focus Sash: Reduces the Base Attack Power of attacks used against the Pokemon by two (2) while above 50% of its maximum HP. The effect is amplified on OHKO Moves, which are reduced by fifteen (15) Base Attack Power instead.

King's Rock: All contact attacks used by the Pokemon that connect have a 10% chance to cause the opponent to flinch. Multi-hit moves have as many chances to flinch as hits made successfully. If held by Poliwhirl, Politoed, Slowpoke, or Slowking, it increases the Pokemon's Special Attack by one (1) rank.

Lagging Tail: Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.

Leftovers: Heals the Pokemon one (1) HP at the end of every one of the Pokemon's actions. Pokemon with the ability Gluttony have two (2) HP restored per action instead.

Life Orb: Increases the Base Attack Power of all attacks by three (3), but deals two (2) damage to the Pokemon for each attack it makes that hits successfully. The recoil is only one (1) damage if the attack is a single-hit move with four (4) Base Attack Power after ability adjustments. Attacks that hit multiple Pokemon only inflict recoil once.

Metronome: Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses. (Ex. An attack used twice has +2 BAP, thrice +3, etc.) Attacks used consecutively incur only half (0.5x) the consecutive move use energy cost.

Razor Claw
Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Cut", "Cross", "Claw", "Scissor", "Scratch", "Swipe", or "Slash" is increased by three (3). If held by Sneasel or Weavile, it increases the Pokemon's Attack by one (1) rank.

Razor Fang: Raises the critical hit stage of the Pokemon by one (1) and the Base Attack Power of moves containing the words "Fang", "Crunch", "Razor", "Bite", "Blade", or "Sword" is increased by three (3). If held by Gligar or Gliscor, it increases the Pokemon's Attack by one (1) rank.

Rocky Helmet: Causes all contact attacks suffered by the Pokemon to deal 25% of the damage received to the opponent, rounded up.

Shell Bell: Whenever the Pokemon deals damage with an attack, it is healed for 1/8 (x0.125) of the damage dealt, rounded down, but with a minimum of one (1) HP gained.

Smoke Ball: The Pokemon negates all of its own accuracy drops, all of its opponent's evasion boosts, and the effects of an opponent's Double Team. Actions used evasively always fail against the Pokemon. If the opponent uses Dig, Bounce, or similar moves, the carrier of Smoke Ball always strikes just before the opponent can take evasive action, even if it would normally be slower.

Zoom Lens: Raises the critical hit stage of the Pokemon by one (1) and increases move accuracy by twenty (20). Both effects only apply if the Pokemon moves after the opposing Pokemon.

Macho Brace: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).

Power Weight: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).

Power Bracer: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Belt: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Lens: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Band: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Power Anklet: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).

BrightPowder: Reduces move accuracy of moves used against the Pokemon by ten (10).

Muscle Band: Increases the Base Attack Power of all physical attacks used by the Pokemon by one (1).

Quick Claw: Raises the critical hit stage of the Pokemon by one (1) and the Pokemon has a 20% chance of moving first within the priority bracket of its move each action.

Scope Lens: Doubles (x2) the critical hit stage for the Pokemon.

Wide Lens: Increases move accuracy by ten (10).

Wise Glasses: Increases the Base Attack Power of all special attacks used by the Pokemon by one (1).

Black Belt: Increases the damage dealt by all Fighting-type attacks used by the Pokemon by four (4).

BlackGlasses: Increases the damage dealt by all Dark-type attacks used by the Pokemon by four (4).

Charcoal: Increases the damage dealt by all Fire-type attacks used by the Pokemon by four (4).

Dragon Fang: Increases the damage dealt by all Dragon-type attacks used by the Pokemon by four (4).

Hard Stone: Increases the damage dealt by all Rock-type attacks used by the Pokemon by four (4).

Magnet: Increases the damage dealt by all Electric-type attacks used by the Pokemon by four (4).

Metal Coat: Increases the damage dealt by all Steel-type attacks used by the Pokemon by four (4). If held by Onix, Scyther, Steelix or Scizor, it increases the Pokemon's Defense by one (1) rank.

Miracle Seed: Increases the damage dealt by all Grass-type attacks used by the Pokemon by four (4).

Mystic Water: Increases the damage dealt by all Water-type attacks used by the Pokemon by four (4).

NeverMeltIce: Increases the damage dealt by all Ice-type attacks used by the Pokemon by four (4).

Poison Barb: Increases the damage dealt by all Poison-type attacks used by the Pokemon by four (4).

Sharp Beak: Increases the damage dealt by all Flying-type attacks used by the Pokemon by four (4).

Silk Scarf: Increases the damage dealt by all Normal-type attacks used by the Pokemon by four (4).

SilverPowder: Increases the damage dealt by all Bug-type attacks used by the Pokemon by four (4).

Soft Sand: Increases the damage dealt by all Ground-type attacks used by the Pokemon by four (4).

Spell Tag: Increases the damage dealt by all Ghost-type attacks used by the Pokemon by four (4).

TwistedSpoon: Increases the damage dealt by all Psychic-type attacks used by the Pokemon by four (4).

Iron Ball: Reduces the Speed of the Pokemon by 50% (x0.5) and removes the levitating effects of Levitate, the Flying-type, and commands issued to make a Pokemon float or fly. The attacks Fly, Sky Attack, Bounce, and Sky Drop will fail when used by the Pokemon. Circle Throw, Seismic Toss, Sky Drop, Storm Throw, and Vital Throw are impossible against a Pokemon with Iron Ball unless used by a Fighting-type Pokemon. Increases the Pokemon's final Weight Class by three (3).

Flame Orb: At the end of each round, the Pokemon is inflicted with burn.

Toxic Orb: At the end of each round, the Pokemon is inflicted with bad poison.

Sticky Barb: If the Pokemon makes contact with an attack, adds two (2) final damage to the attack (after all other damage is calculated). If the Pokemon does not make contact with an attack, The Pokemon receives two (2) damage at the end of each action. Sticky Barb transfers to opponents with no item when contact is made.

Ring Target: The Pokemon loses its type immunities from abilities and typing. Transfers to opponents with no item when contact is made.

Exp. Share: The Pokemon gains one (1) additional Move Counter for each battle it participates in.

Lucky Egg: The Pokemon gains one (1) additional Evolution or Dream Counter of the owner's choosing for each battle it participates in.

Damp Rock: Causes Drizzle to cost no energy to activate, extends the duration of the move Rain Dance to six (6) rounds, and enables rain to be used in all arenas where it might otherwise be disallowed.

Heat Rock: Causes Drought to cost no energy to activate, extends the duration of the move Sunny Day to six (6) rounds, and enables sun to be used in all arenas where it might otherwise be disallowed.

Icy Rock: Causes Snow Warning to cost no energy to activate, extends the duration of the move Hail to six (6) rounds, and enables hail to be used in all arenas where it might otherwise be disallowed.

Smooth Rock: Causes Sand Stream to cost no energy to activate, extends the duration of the move Sandstorm to six (6) rounds, and enables sandstorm to be used in all arenas where it might otherwise be disallowed.

Light Clay: Extends the duration of Reflect and Light Screen to nine (9) actions and the duration of Safeguard to six (6) rounds. Increases the Defense boost of Barrier to +3.

Absorb Bulb: Consumable. Absorbs a Water-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Special Attack boosted by one (1) for nine (9) actions or until switched out.

Cell Battery: Consumable. Absorbs an Electric-type attack used by the opponent, causing it to deal no damage and activating this item. When activated, this item is consumed and the Pokemon carrying it has its Attack boosted by one (1) for nine (9) actions or until switched out.

Air Balloon: Consumable. This Pokemon floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Dig, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. All other Ground moves can still hit. This item does not interfere with the Pokemon using any of its attacks and is consumed when the Pokemon takes twenty-five (25) damage. Non-damaging health reduction, such as using Substitute, does not damage the Air Balloon.

Escape Button: Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Be guaranteed a successful dodge against the opposing Pokemon's next action
- Switch out at the end of the round to another of the player's Pokemon of their choosing (Cannot be chosen if Switch=KO or the player has no other available Pokemon)

Red Card: Consumable. After being struck by an opposing Pokemon's attack, this may be activated by the player without using an action. When activated, this item is consumed and the activating Pokemon may do any one of the following:
- Guarantee that the opposing Pokemon cannot dodge the Pokemon's next action
- Force the opposing Pokemon to switch out at the end of the round to another of the opposing player's Pokemon at random (Cannot be chosen if Switch=KO or the opposing player has no other available Pokemon)

RageCandyBar: Consumable. This may be activated whenever by the player without using an action. When activated, this item is consumed and the Pokemon gains a one (1) rank bonus to Attack, Defense, Special Attack, and Special Defense and a 25% (x1.25) bonus to Speed, rounded up, for three (3) actions or until switched out.

Berserk Gene: Consumable. This item can only be activated when the Pokemon is sent out and may be activated by the player without using an action. When activated, the item is consumed, the Pokemon is confused for four (4) actions, and has its Attack and Special Attack boosted by two (2) stages for nine (9) actions or until switched out.

Fire Gem: Consumable. When using a Fire-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Water Gem: Consumable. When using a Water-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Electric Gem: Consumable. When using a Electric-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Grass Gem: Consumable. When using a Grass-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Ice Gem: Consumable. When using a Ice-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Fighting Gem: Consumable. When using a Fighting-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Poison Gem: Consumable. When using a Poison-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Ground Gem: Consumable. When using a Ground-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Flying Gem: Consumable. When using a Flying-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Psychic Gem: Consumable. When using a Psychic-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Bug Gem: Consumable. When using a Bug-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Rock Gem: Consumable. When using a Rock-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Ghost Gem: Consumable. When using a Ghost-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Dragon Gem: Consumable. When using a Dragon-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Dark Gem: Consumable. When using a Dark-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Steel Gem: Consumable. When using a Steel-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Normal Gem: Consumable. When using a Normal-type attack, this may be activated. When activated, boosts the Base Attack Power of the attack used by the Pokemon by three (3). May be activated five (5) times before being consumed.

Dawn Stone: Increases the Attack of affected Female Pokemon by one (1) Rank an the Special Attack of affected Male Pokemon by one (1) Rank. Increases the Base Attack Power of Fighting-type and Ghost-type attacks by two (2).

Cost: 8 | Affected Pokemon: Snorunt, Kirlia, Froslass, Gallade

Dusk Stone: Increases the Base Attack Power of Dark-type and Ghost-type moves by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Fire Stone: The affected Pokemon enters battle with Flash Fire and / or Blaze activated. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Ice Rock: The affected Pokemon enters battle with Snow Cloak activated and continuously activates Ice Body, granting two (2) HP per action regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Cost: 8 | Affected Pokemon: Eevee, Glaceon

Leaf Stone: The affected Pokemon enters battle with Overgrow activated. Enhances Chlorophyll to triple (3x) the affected Pokemon's Speed when activated. Increases the Base Attack Power of all attacks with "Leaf" in their name by two (2). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Moon Stone: Increases the Base Attack Power of Normal and Psychic-type moves by two (2), and prevents damage from recoil on all moves. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Moss Rock: The affected Pokemon enters battle with Leaf Guard and Chlorophyll Activated, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Cost: 8 | Affected Pokemon: Eevee, Leafeon

Thunderstone: Increases the Base Attack Power of Electric-type recoil moves by two (2). Enhances Lightningrod to raise Special Attack by two (2) stages when activated. Continuously activates Volt Absorb, granting two (2) HP per action. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Shiny Stone: Increases the Base Accuracy of all moves used by the affected Pokemon by ten (10). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Sun Stone: The affected Pokemon enters battle with Chlorophyll, Solar Power, and Leaf Guard activated, regardless of weather. Solar Power does not damage the Pokemon unless Sunny weather is on the field. Leaf Guard does not prevent sleep from Rest unless Sunny weather is on the field. Solarbeam has no charge and its full power in all weathers. Morning Sun, Synthesis, and Moonlight are at their full power, regardless of weather. Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Water Stone: The affected Pokemon enters battle with Torrent activated. Hydration, and / or Swift Swim are also activated, regardless of weather. Continuously activates Rain Dish and Water Absorb regardless of weather, granting one (1) HP per action [In Rain, Rain Dish will increase to its normal 2 HP/action). Increases the Pokemon's highest true base stat (e.g. 130 Atk) of Attack, Defense, Special Attack, and Special Defense by one (1) Rank. If the highest true base stat is tied, each Rank is raised.

Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles.

Cost: 7 | Affected Pokemon: Rotom

Rotom Frost Fridge: Allows Rotom to transform into Rotom-F.

Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles.

Cost: 7 | Affected Pokemon: Rotom

Rotom Heat Toaster: Allows Rotom to transform into Rotom-H.

Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles.

Cost: 7 | Affected Pokemon: Rotom

Rotom Spin Fan: Allows Rotom to transform into Rotom-S.

Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles.

Cost: 7 | Affected Pokemon: Rotom

Rotom Wash Washer: Allows Rotom to transform into Rotom-W.

Only one Rotom appliance may be taken into a battle per trainer. This item is separate from a held item, and may be used even in No Items Battles.

Cost: 7 | Affected Pokemon: Rotom

Legendary Items:

These ancient artifacts are said to boost the abilities of legendary Pokemon. These items cannot be purchased, but may exist and/or be obtainable in certain scenarios at the sole discretion of ASB's leadership.

Major Change 10/09/2011:Capture Rates are now limited to a minimum of 7 and a Maximum of 150. Heal Balls have had their Capture Rate for >50% HP reduced to 2x. Pokemon at Full Health have a capture rate of 7.

So, I had this really nifty idea earlier today while I was thinking over a couple RPs I am in, and realized that there is a whole mechanic that we've to this day avoided in ASB: Pokemon capture. Where are the Poke Balls that we can purchase and use to capture Pokemon we've weakened in RPs? Well, after talking with Deck and fleshing out a really cool package for this, I've written this up. This is a tag-team submission with Deck's above, as obviously the capture mechanics are necessary in order for his RP above to work.

Pokemon Capture is something that interacts with all other RPs!

Mechanics

The basic premise of Pokemon Capture is that you purchase Poke Balls with CC from the prize claiming thread. Then, with Poke Balls, you can enter into any RP that has wild Pokemon, and capture them! Naturally, there are restrictions as to what can be captured.

Pokemon owned by NPC trainers in RPs cannot be captured, and Poke Balls cannot be used in trainer battles at all.

Anything that is considered a 'boss' or 'mini-boss' of an RP cannot be captured.

This list of uncapturable Pokemon may be ignored for certain RPs that are designed with catching very high power and even legendary Pokemon in mind.

Those are the Pokemon that cannot be captured. Except in the case of trainer battles, where Poke Balls cannot be used, if a Poke Ball is used in a battle against an uncapturable Pokemon, it will simply destroy the Poke Ball instead of even going inside for a split second. That would suggest that you shouldn't waste your Poke Balls in such a manner!

It's not all restrictions, however. There are some cool things about capturing Pokemon through this RP addendum:

You can capture evolved Pokemon.

You can capture Pokemon that know special moves.

You can capture pretty much anything else you encounter.

When you capture a Pokemon, you treat it as if you were buying the Pokemon from the prize claim thread. If you captured a Pikachu, for instance, assume it is the most basic Pikachu that you can acquire. It has 4/9 EC, 0 MC, and 0 DC, all of the level-up moves up to Level 25, 5 egg moves of your choice, 5 BW TMs of your choice, and any specialty moves that it had in the RP you caught it in but you wouldn't normally get. So let's say that Pikachu used Surf in the RP, then when you catch it you would get the Pikachu I listed above and then Surf on it as a special extra move. Furthermore, since you battle the Pokemon and make an impression upon it when you capture it, when you claim captured wild Pokemon, you may choose both their natures and Hidden Power types. When you battle them before catching them, however, you may find that their Hidden Power type is different than what you make it; that's just the effect you have on a Pokemon when you capture it! Furthermore, some RPs will allow you to keep the captured Pokemon with you during the RP in reserve, though this is on a per-RP basis.

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Poke Ball at the target. Poke Balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Poke Ball and cause it to fail. If a capture fails, the targeted Pokemon breaks free and uses a Chill-like move, increasing their energy by twelve (12) while ignoring sleep, confusion, paralysis, or other effects. If the targeted Pokemon gets back to one-hundred (100) energy in this way, they will have a round to attack your Pokemon without retaliation.

Capture Formula

ASB uses the exact same capture formula as in-game, except at the upper and lower extremities. The minimum value for a Pokemon's Capture Rate is 7, while the maximum is 150. This means that ASB will also use the same capture rates for the Pokemon, as listed on websites like Serebii or Veekun. Pikachu has a capture rate of 190, for example, which is lowered to 150. This also means that the type of Poke Ball you buy matters, as it has a Ball Rate that factors into the formula. Here's a crash course in Pokemon capturing math. The only difference in ASB is that since you can inflict multiple status effects on a Pokemon, the 'status number' in the capture formula is equal to the single highest status number of all status inflicted on the Pokemon, not the addition of status numbers.

Finally, Pokemon at their full health have a capture rate of 7, regardless of their ordinary capture rate.

Long Form Calculation:

fat Long Form Calculation said:

Let's say we try and catch a 5 HP Lillipup with a Pokeball. Lillipup's in-game Catch Rate is 255 - which is lowered to 150 in ASB.

SUMMARY: Without Status or balls with stronger capture rates, it's much, much harder to catch a Pokemon in ASB. Fortunately, unlike in-game where you are limited to four moves, your Pokemon should have access to a status move almost without exception. If this Lilipup were Paralyzed (or healthy and you used a Great Ball), it's catch rate would be 84.6%, and if it were Asleep (or it was healthy and you used an Ultra Ball), it's catch rate would be 112.8%.

Click to expand...

Capture Rates

Like in the game, there are a ton of Poke Balls with varying capture rates based on certain conditions. The list below includes all of the items that this addendum to RPs would provide for purchase in the prize claiming thread and what they do with what special conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with Deck Knight's approval. The listed prices are the prices for buying five (5) Poke Balls of that type.

Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.

Cost: — | Catch Rate: —

Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.

Cost: 5 | Catch Rate: 1x, 2x (>50% HP)

Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 1x

Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 0.5x

Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)

Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.

Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)

Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.

Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)

Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.

Cost: 5 | Catch Rate: 1x, 3x (In low lighting)

Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Base Speed Stat (before Natures) >=100)

Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.

Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)

Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.

Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)

Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.

Cost: 5 | Catch Rate: 1x, 3x (In human civilization)

Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown earlier in combat. Quick Ball always uses the adjusted Base Capture Rate of the Pokemon, even if the target is at full HP. (e.g. min 7, max 150)

Cost: 5 | Catch Rate: 5x, diminishes 1x for each round of combat to a minimum of 1x (e.g. it's 4x at the start of Round 2, 3x at the start of round 3, etc.)

Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.

Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)

Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 5 | Catch Rate: 1x, 3x (In tall grass)

Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.

Status effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions.

Major Status Effects (Permanent):

Burn and Poison last for the duration of a battle once inflicted unless cured by an ability, a move, or an item.

Burn

Burns are external injuries inflicted primarily by fire attacks. When Burned a Pokemon's physical attacks are reduced by three (3) Base Attack Power and the Pokemon will lose 2 HP per action.

Poison

Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.

Poison:
Deals two (2) damage per action.

Bad Poison:
Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round. Bad Poison has no damage per action limit.

Major Status Effects (Temporary):

Freeze, Paralysis, and Sleep are temporary status effects and eventually go away if not reinforced.

Freeze

Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:

Light Freeze: The Pokemon will be frozen for one (1) action.Deep Freeze: The Pokemon will be frozen for two (2) actions.

If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition. A Pokemon cannot be frozen while Sunny Day is in effect.

Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given action in a round. A Pokemon retains its level of paralysis when switched out. Paralysis degrades by 5% at the end of each round as long as the Pokemon is active that round. If a Pokemon is hit by a stronger level of paralysis than the level it is presently at, paralysis will be renewed at the higher level. Whenever a Pokemon is fully paralyzed, it's paralysis stage goes down by 5%.

Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level. If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner. If a Pokemon is switched while it is Asleep, it will return to its original level of Sleep.

Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action.Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action.Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions.

Sleep and Capture:
When a Pokemon is put to sleep, it does not actually wake up until the action after its counter hits 0. Thus if you put a slower Pokemon to sleep on the last action of the round, when you go into a capture round it will still be asleep when you attempt to capture it, even if it was only put to sleep for one (1) action.

Non-Major Status Effects:

Attraction

When Attracted, a Pokemon has a 50% chance not to attack. Infatuation will also make using particularly cruel or devious attacks difficult, with the exception of Dark-type Pokemon who find such trickery a form of flattery. Attraction can only occur between Pokemon of different genders. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity.

Attraction Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When a Pokemon receives 16 or more damage from a single attack, its Attraction stage is lowered. Attract is removed if the Pokemon is switched out. If a Pokemon loses an action to Attract, its Attract counter goes down by 1. No energy is expended.

Slight Attraction: Lasts for two (2) actions.Severe Attraction: Lasts for three (3) actions.Intense Attraction: Lasts for four (4) actions.

Confusion

When Confused, a Pokemon has a 50% chance to hurt itself in confusion (4) Base Attack power, applies the Pokemon's Attack to its Defense). Each Confusion level has a 1/3rd chance of being selected when it is inflicted. Confusion has three levels of severity: Intense, Severe, and Slight. Confusion Stage lowers by 1 at the end of the Pokemon's action. If the Pokemon's Confusion Stage is 0 at the start of its action, it snaps out of confusion and attacks normally.

When a Pokemon hits itself in confusion, its Confusion Stage is lowered by an additional 1; this lowering occurs before the one that occurs at the end of each action. When a Pokemon receives sixteen (16) or more damage from a single attack, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next. Confusion is removed if the Pokemon switches out.

When a Pokemon hits itself in confusion, its attack fails and it instead expends three (3) energy on a four (4) Base Attack Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored. This does not incur the consecutive move use penalty.

Slight Confusion: Lasts for two (2) actions.Severe Confusion: Lasts for three (3) actions.Intense Confusion: Lasts for four (4) actions.

In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB.

HP

HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities.

Energy

Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though their attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body.

Attack (Atk)

A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more aggressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback.

A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback.

A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output.

Positive Nature: Adds one (1) Rank to Special AttackNegative Nature: Subtracts one (1) Rank from Special Attack

Special Defense (SpD)

A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordingly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks.

Positive Nature: Adds one (1) Rank to Special DefenseNegative Nature: Subtracts one (1) Rank from Special Defense

Speed (Spe)

A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movements, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they may do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed. You cannot tell your Pokemon to perform an action slower than an opposing slower Pokemon unless you have the ability Stall. For instance, a Pokemon with 130 Speed cannot be told to use a move after a Pokemon with 120 Speed within the same priority bracket. This makes sense because the 120 Speed Pokemon can and will slow itself down to match the opponent, thus always going last.

Positive Nature: Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Min: 5 Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance.

Dodge Command:
Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. In Trick Room, the formula is changed to (-(User's Speed - Opponent's Speed))/5.

Dodge costs 5 energy. Dodge fails when used by a Pokemon that moves after the Pokemon whose attack it is trying to dodge.

Accuracy:

A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike. Each accuracy boost will also increase the minimum number of times a multi-hit attack strikes by 1. Similarly, each stage drop in accuracy reduces the number of times a multi-hit attack strikes by 1, to a minimum of 1 hit. This does not affect moves with a fixed number of hits like Double Hit or Triple Kick, with the sole exception of Beat Up. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased.

Evasion:

A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent.

Effects can be tricky to ref depending on when they happen in a round. Here is a listing of priority on effects and the dropping of various counters. Whenever an effect stage reaches zero, that effect ends. (E.g. if a confusion stage reaches zero, confusion is lifted before the other attack flips. If a sleep stage reaches zero, the Pokemon wakes up and performs the action at the usual priority.)

Beginning of action:
Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf)

Beginning of action effects occur before the Pokemon begins that action.

End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.[/Hide]

Critical Hits:

A critical hit adds three (3) BAP to any attack before applying weakness and resistance. Critical hits ignore Reflect and Light Screen, and only apply stat boosts if positive boosts exceed negative boosts. Super Luck increases the Critical Hit Stage of a Pokemon by 1, and Sniper increases the damage dealt by critical hits to five (5) instead of three (3) for a one-hit move, three (3) instead of two (2) for a two-hit move, and two (2) instead of one (1) for a multi-hit move.Stat Changing Moves:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of each round, all stats will begin to reset towards the Pokemon's natural stage (which is usually 0) but only under special circumstances can a stat change be locked in at the end of that round. These circumstances are as follows:

A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.

A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.

A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.

The Pokemon's natural stage in all stats is 0 to begin with. While it can be adjusted by certain moves and abilities, any effect that completely erases stat boosts and drops (such as switching out or Haze) also resets the Pokemon's natural stages to 0.

The actual impact on damage is as follows:

Each stage (+1/+2 etc.) adds/subtracts 2 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage.

For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased.

General Rules:

Boosts only ever reset +1 or -1 toward the Pokemon's natural stage (usually 0) at the end of a round.

Boosts will always reset in this way at the end of a round, unless a boosting/lowering move was used, depending on when the final instance of said move was used. This is as follows:

A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.

A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.

A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.

Zangoose will have no stat boosts at the time of either Slash. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack if not locked.

Slash ~ Swords Dance ~ Fury Swipes

At the time of Slash, Zangoose will have no boosts. At the time of Fury Swipes, Zangoose will have +2 Attack. Despite using Swords Dance, the fact that Zangoose did not use it on the last action of the round means that its Attack boost will drop to +1 at the end of the round.

Slash ~ Fury Swipes ~ Hone Claws

At the time of Slash and Fury Swipes, Zangoose will have no boosts. At the start of the next round, Zangoose will have +1 Attack & +1 Accuracy. At the end of the next round, Zangoose will have no boosts again if not locked.Slash ~ Swords Dance ~ Swords Dance

Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the end of the round after that, Zangoose will have +3 Attack if not locked.

Swords Dance ~ Swords Dance ~ Slash

At the time of Slash, Zangoose will have +4 Attack. At the start of the next round, Zangoose will have +3 Attack. At the end of the round after that, Zangoose will have +2 Attack if not locked.

Hone Claws ~ Slash ~ Swords Dance

At the time of Slash, Zangoose will have +1 Attack & Accuracy. At the start of the next round, Zangoose will have +3 Attack, since Hone Claws was used on the first action of the round, meaning the Accuracy boost was not locked. At the end of the round after that, Zangoose will have +2 Attack if not locked.

Swords Dance ~ Slash ~ Hone Claws

At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack. At the end of the round after that, Zangoose will have +1 Attack if not locked.

Swords Dance ~ Swords Dance ~ Swords Dance

At the start of the next round, Zangoose will have +6 Attack.

Swords Dance ~ Hone Claws ~ Slash

At the time of Slash, Zangoose will have +3 Attack & +1 Accuracy. At the start of the next round, Zangoose will have +3 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack if not locked.

At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of the next round, Toxicroak will still have +3 Attack because Meditate locked the Attack stat stage for that round. If Meditate or Swords Dance are not used in the next round, then at the end of that round Toxicroak will have +2 Attack.

At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of R2, Toxicroak will still have +3 Attack. At the time of Cross Chop, Toxicroak will have +5 Attack. At the end of R2, Toxicroak will have +6 Attack. This is because the Meditate used during R2 both boosts the +5 to +6 and locks that stat stage for that round. For the entirety of R3, Toxicroak has +6 Attack, but since Meditate is not used, at the end of R3, Toxicroak has +5 Attack.

Combinations:

Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined."

Combinations occur on the first action they are used and the second action is a "cool down" action where the Pokemon is left vulnerable to attacks. Combinations can be used any action of the round, but combinations used on the last action of a round require a cool down on action 1 of the next round, meaning a Pokemon that ends a round with a combination cannot switch out unless forced out by an attack that round. Note that the cooldown from a combination will not decrease the number of turns left of confusion, sleep, etc., nor can it be stopped by flinching or paralysis. In addition, using a move that was used in a combo after the cooldown action for that combo will incur the consecutive use energy penalty. However, freeze will delay cooldown.

If the ref determines that a combo is not feasible, the pokemon will instead use the first listed move on the turn when it would have used the combo and the second listed move on the turn when it would have cooled down.

Combination Priority:

Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:

The rule for working out the priority of a combo's hit is to add the two priorities together, and if both moves have a priority less than +1, subtract 2 from the priority. The lowest combo priority possible is -7 while the highest is +6.

Other Priority Combination notes:

Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action. Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.

Evasive Actions do not have their priorities calculated separately. Instead, they are adjusted by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority), while Dig + Dig will have the evasive action take place at -4 and the hit take place at -6 (e.g. it can evade Counter or combos of Focus Punch and elemental punches). Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.

Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).

So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.

Combination Effects and Energy Cost:

There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.

Note: Modifiers to BAP and energy cost such as those from STAB, abilities and items are applied to the combo as a whole, not to the individual moves.

In order to successfully use a combo, the Pokemon must be able to afford the energy cost of using the two moves one after the other (or, in the case of same-move combos, the energy cost of using the move on two consecutive actions). If the Pokemon can afford this energy cost, it can use the combo. Otherwise, the combo fails.

Combining Physical and Special attacks:

Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. When you do, damage is calculated in the normal way, except for the following:

Apply the rank bonuses for both Attack vs. Defense and for Special Attack vs. Special Defense

Apply the stage boosts for all of Attack, Defense, Special Attack and Special Defense

Apply both things that affect physical attacks in general (such as burn) and special attacks in general (such as the target being Rock-type in a sandstorm)

Razor Leaf: The Pokemon fires a blast of razor-sharp leaves at its opponent. The extreme sharpness of the leaves make the attack more likely to result in a critical hit. This move targets up to three (3) adjacent opponents in a multi-battle.

Leaf Storm: Several parts of the Pokemon's body start to glow as it charges up. The Pokemon then launches a huge cyclone of wind and razor-sharp leaves at the foe. The attack is so exhausting that it lowers the user's Special Attack stat by two (2) stages.

The combo has a Base Attack Power of 20 (6+14), multiplied by 0.75 due to multiple targets. This gives 15. Since the combo is Grass-typed, Torterra gains STAB on it so the damage is increased by 3 to 18. Since Brave Torterra has rank 5 Attack and rank 3 Special Attack, while Starmie and Archeops both have rank 3 Defense and Special Defense, add 3 for the physical rank difference and 0 for the special rank difference. If Torterra were Quiet, you would add 1.5 for the physical rank difference and 1.5 for the special rank difference. Either way, this gives 21. Starmie is weak to Grass, while Archeops is neutral to it, so the damage against Starmie is increased to 31.5 while the damage against Archeops remains at 21. Then, since Torterra is at +1 Attack and +1 Special Attack, it applies both of these boosts to the damage against both opponents for a total damage increase of 4. Thus the final damage to Starmie is 35.5 while the final damage to Archeops is 25.

Combination type is determined by the properties of the moves being combined. Pokemon whose typing is considered a stronger part of their identity will override attacks whose typing is less central to the attack. In order to determine this, each attack has a combination type.

There are 6 Combination Types, in order of strength:

Set: Typing is such a fixed part of this attack it will override all other types.Force: Typing defines the attack to such an extent it will override elements.Elemental: Typing defines the attack as imbued with an elemental property.Passive: Typing is part of the attack but is not definitive in its use.Deferring: This attack is easily redefined by the qualities of other attacksNone: This attack summons other attacks and uses their properties, and otherwise cannot be combined.

Flare Blitz: The Pokémon becomes engulfed in flames, and charges at the opponent with great force, taking recoil equal to 1/3 of the damage from the attack. It will thaw a frozen opponent, and has a chance to burn the opponent.

The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron.

The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage.

Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. ExtremeSpeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14.

Deck and I have been hard at work editing together the new data audit, and thanks to splitting up the item lists, we've banded together and updated it with the rest of the in-game items that we'd previously overlooked when first revamping items. You'll find that many of them have cool extra effects tailored specifically for ASB, all designed to enhance certain unique strategies. We've also added the Pokemon-specific evolution-by-trade items to the signature item list as Pokemon boosters to give some less popular Pokemon a fighting chance against the many other more powerful Pokemon.

I'll provide a summary of what was added here:

Battle Items (20 TC)

Destiny Knot

Shed Shell

Smoke Ball

Lagging Tail

Shell Bell

Big Root

Grip Claw

Lucky Egg

Exp. Share

Amulet Coin

Battle Items (3 TC)

Berserk Gene

Signature Items

Dragon Scale

Dubious Disc

Electirizer

Link Cable

Magmarizer

Opal Stone

Prism Scale

Protector

Reaper Cloth

Up-Grade

The following items were edited with some new stuff:

Battle Items (20 TC)

King's Rock

Razor Claw

Razor Fang

Battle Items (10 TC)

Metal Coat

Signature Items

DeepSeaScale

DeepSeaTooth

Light Ball

Lucky Punch

Metal Powder

Quick Powder

Stick

Thick Club

We may be codifying a few more items in the days to come, but we'll let you know if and when we get there.

Wow, some of the new items are really good, especially the trade items (Link Cable in particular), the shell bell, and Big Root. Love the uniqueness of them, and expect to see them in widespread use. That said, I worry about them being overpowered. Link Cable Machamp w/ Brave nature is 8/4/4/4, while Gengar is 4/2/6/4. Furthermore, other items have their own issues, Dusclops with Eviolite is 4/8/2/8. EIGHT on both defenses. Not to mention 5/5/3/5 Dusknoir basically having Prankster AND Levitate thanks to Reaper Cloth.

Nothing was wrong with them before. The Razor Claw and Razor Fang's primary effects were unchanged, we just added a 1 rank boost for the Pokemon they evolve.

fat TravelLog said:

That said, I worry about them being overpowered. Link Cable Machamp w/ Brave nature is 8/4/4/4, while Gengar is 4/2/6/4. Furthermore, other items have their own issues, Dusclops with Eviolite is 4/8/2/8. EIGHT on both defenses. Not to mention 5/5/3/5 Dusknoir basically having Prankster AND Levitate thanks to Reaper Cloth.

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These sound scary, and they would be scary if they could use another item with those stats. However, consider that these items have to compete with things like Leftovers, Life Orb, Expert Belt, and so forth, and thus may actually not even see a lot of use despite the seemingly great effects they have. I would personally debate for a good while about using, for instance, Link Cable on Machamp when I could use something else.

fat LouisCyphyre said:

edit: Wait; Gengar needed a buff...?

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No, of course not, though I debate if people would actually use Link Cable on it over Life Orb considering how Gengar plays.

If they're meant to be Life Orb/Leftovers-esque in power... shouldn't they be 15 to 20 TC? Species restrictions alone shouldn't excuse a 2/3 reduction in price; especially considering that some very popular species are represented here.

Quite apart from the fact that these items give unprecedentedly powerful effects. Reaper Cloth: Prankster and Levitate? Are you kidding? I would never run anything else on that line, even if I had Eviolite Dusclops on hand.

Lagging Tail: Causes the Pokemon to always move last, regardless of Speed or priority bracket. The Pokemon's attacks will never miss an opponent. OHKO moves have normal accuracy when used with this item.

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Pros:

You are immune to Counter, Mirror Coat, Roar, Whirlwind, Dragon Tail, Circle Throw, and Metal Burst, as you go last.

You must be wary of Focus Punch; as it strikes before your Protect or priority attacks.

Can't say I'd call it a balanced trade, personally. Even for 20 TC.

EDIT

Signature Items

DeepSeaScale: Very cool! Also misspelled.
DeepSeaTooth: Very cool! Also misspelled.
Dragon Scale: Just what the doctor ordered for Kingdra's oh-so-trolled stats; thanks for this.
Dubious Disc: That's a neat quirk; I suppose. It gives Porygon2/-Z a free special recoiless Life Orb of they switch in on the right target; which is cool.
Electrizer: E-vire is electric-immune anyway; but the SpA and Atk are appreciated. Not to shabby.
Light Ball: It's Light Ball; it takes Pikachu. That's already a trade-off.
Link Cable: In its current form, it's very intimidating - two rank boosts in the stats of ASB all-stars like Gengar and Alakazam? Scary stuff.
Magmarizer is of little real concern; what fire attack did Magmortar fear? Not Will-O-Wisp, and even with that and boosted Cross Chops he only hits "usable".
Metal Powder: This is just wrong. Ditto now breaks anything it faces between this item and Imposter. It's always a better version of your mon.
Oval Stone: lol
Prism Scale: Who approved this, really? This, along with self-targeted Toxic or worse, Rest, makes Milotic almost unbreakable physically - and that's before Scald kicks in.
Protector: Monstrous. Rhyperior already has Sturdy and Solid Rock; stacking more damage reduction on top encroaches on overkill.
Quick Power: Badly outclassed by Metal Powder, but still obscene in its own right. Think ScarfDitto from the DW ladder, but with the ability to change moves.
Reaper Cloth: I hope this is a joke - Priority on Pain Split, Will-O-Wisp, Taunt, Toxic, Sleep Talk, Substitute, Destiny Bond, and so much more is way too much. There's a reason Whimsicott doesn't learn all-star moves like Sleep Powder - this is the rough equivalent.
Up-Grade: Neat and very usable - Trace as a free action is cool and makes for interesting play.

20 TC items

Shell Bell: Much nicer in ASB than in-game; I can see this seeing use.
Destiny Knot: Cute; maybe attaction will actually see use now.
Smoke Ball: Not too shabby; it's not auto-hit but it protects from further hax.
Lagging Tail: Impossible to gauge. It will simply have to be seen in action on the right mon.
Float Stone: Eh.
Big Root: Downright wrong. +6 HP per action from Leech Seed alone? Gaining the full damage dealt from Giga Drain and Drain Punch? Crazy.
Lucky Egg / Exp. Share / Amulet Coin: Neat; cool; and beneficial to ASB.

This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least kind of weather, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

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Pretty sure the underlined bit should be "at least one kind of weather".

Your cynicism is really not helping and is quite unnecessary. Deck and I both worked on them last night, and while I agree that there are a few kinks that need to be worked out, there's no need to be a douchebag about it. For starters, Lagging Tail as I wrote it is actually incorrect. It should be within its priority bracket, not regardless of priority bracket. This means that Magic Coat would still work against Taunt. I'm not going to go down the list of where you're wrong in each of your opinions (bro, Rhyperior ain't got Sturdy), but suffice to say that every effect is probably fine bar a few of the stat boosters.

I do agree that anything that gives +3 net to stats is too much and should instead be +2, or in some cases +1. Reaper Cloth will also be what Deck and I originally talked about in double Pressure drain + Levitate trait. Prankster's effect was cool when I originally suggested it to him, but I agree that it's a bit too intense.

fat Gerard said:

Does overcoat works on reuniclus thanks to magic guard (since he is already inmune to weather) in an all abilities battle?

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No, it must be a type immunity. I will clarify and fix Objection's noticed typo.